Tomb Raider A - The Techno Egyptians and the Hidden Empire at the Centre of the World

Levels by Psiko

Walkthrough by Dutchy

 

Video Walkthrough by JoeTheCrazyGamer available here.

And another very elaborate one by Killer Gameplayz here

 

CS=crawlspace, MS= monkeyswing, MP= med-pack, Jmp= jump, UW= underwater.

Take a look at your inventory, great detail, I like the Compass (in 2nd level) and the save disks, watch closely when the flybys come between the levels, they are really terrific. I don’t know if I have the level names and such correct, I just name them as they appear in the load screen.

 

TRA Part 1 - The Mother

Jerusalem 2002, before the Empire came to surface.

 

Level 1: THE MIGHTY

 

Go forward to the 1st square we will come back to later, spot the big doors N with the overhead text “The end of the pain is near”, you’ll be back here after you’re done in another area, go L/L and R up some small steps leading to the back of a house. Follow the alley to a lever on the L, throw it to open a trapdoor some where at a ladder, follow the rest of the alley and come out to a huge area, with a Church on your R hand, follow the Church wall and go R around the front where the entrance is, go straight S and look for the pole at the yellow building, climb up, back to the building and backflip from just above the flowerbed to a ledge, go W and climb the wall L, where you opened the trapdoor before.

Go E and runjmp/grab to a ledge over the pole you climbed and get a ½ MP, jmp back and head W along the balcony, jmp over the flowerbed in the end to land on a roof, go SW and jmp to a ledge in the corner, get the ½ MP and use the Jmpswitch, you’ll see a lever on the roof of the Church, under which you just extinguished some flames. Jmp back to the last roof and go N, from here you can runjmp/grab to the low part of the Church roof between the sloped parts, go up and hop onto one of the pointed roofs, so you can grab up to the higher roof. The lever is in the E, throw it to lower a block W, go down the N side of the roof and go NW, go over the ledge W to the block at a MS.

Grab it and go around the L corner, drop in the end and go N over the roofs of the houses, throw the lever in the end (another pole appeared) and jmp to the ledge W, go S and there you can jmp down to a brown wall in the alley at the 1st lever. Go out to the Church area again and look out E and to the L of the Church, you’ll see a Children’s play garden with a slide, go there and look on N wall for the pole, face NW and climb it till you are over a sloped grey ledge L, backflip to a SE ledge and follow this to the E, get a ½ MP in a corner, follow the L wall and jmp to a ledge with another ½ MP runjmp/grab the ladder on the E wall and go up. Follow to the end and look down R, drop to the higher wall below and go S till the wall goes up, jmp into the L passage along the wall and go to the end to climb a ladder R, grab the MS up there and follow to the end, Go L to the wall and drop down on a ledge with a lever. Throw it to open the big doors in the 1st square at the beginning of the level.

Grab the ½ MP and go to the E end of the ledge, look down L and spot a grey wall with a flowerbed below, runjmp down to it and take some medicine if you need it, drop at the tree below and go NW, out to the 1st square at the houses. Enter the Auditorium and go down to the lower W side, look for a Jmpswitch there and see a trapdoor opening up in the Church, so head back to the Church, enter and go along the R hand wall to the back, look for a block to climb L and hop over to get down into that trapdoor, follow the passage in the Crypt to a CS in the SE corner, get in and go R/R, drop into a hole and slide down to a cave, go past the Mural and hop over the L hand slope, a flyby takes over with Lara standing in a room with big Anubis Statues.

 

Level 2: THE SUBDUED

Techno Egyptians rule the Surface.

 

New outfit for Lara and a Techno Egyptian (TE) shot another guy.

Slide down the slope and shoot the TE (as I will call them for short), there’s a strange Machine standing in the square, activate it by pulling the handle on the back and it will blow out a wall. Spot the big door with the text “The End is near” before you head into the new area. Go all the way into the SE corner where a set of stairs lead up to the next level, a Demigod will come up behind you, take him out and once up on the Yellow Square at the end of the stairs, spot the ladder on the E wall, runjmp/grab and go up and L on the duct, go for the lever (looks different) to open a gate below. Drop down and go W where you will find that opened gate (you will hear a Harpy somewhere) Go to the crossing and R, the doors L are closed, come out at a huge Grinder.

The Prison.

Go sharp L and jmp to the SE passage when the grinders passed, go over some trenches and shoot a TE in far corner, he will drop a TE Gun Ammo, a gate opens in the SE corner, get over there and go straight, follow through the showers to the lest L one, shoot the grating on the duct and get in, go R and follow to the end L, shoot the grating, climb in and go L/R at crossings, follow the water to the E, shoot another grating on an alcove and throw the lever inside (block lowers), go out the new hole in front ( a gate opens somewhere) and straight to the corner with a pit where you saw the block lower, get in and R, into lower passage.

The Factory area.

Follow to another factory area, where the gate will drop shut behind you, look in a R hand passage and shoot some vegetable balls on the 3 cores, the Balls inside will die and drop to the floor, go to the SE corner of the big area and Lara will look into the corner, there’s a ladder L of you on a pillar, the floor is burning hot, do a runjmp/grab with a L curve (from a triangular dark ledge in the corner) go up the ladder to one square from the top and backflip/roll/grab the pillar behind, get the Ammo and climb down the other side, backflip to a ledge under the Jmpswitch, use it to lower a block in another big area (making a shimmy possible).

Go back over the pillar and runjmp to the R side of the ladder, go to where you shot the vegetables, and L up the ledges, just on the L corner you can climb the surface that looks like the floor and slide/jmp/grab the pillar in front, go into the L CS and follow this passage to a walkway going over to a machine with a handle to pull, 4 ropes will grow from the floor. Drop down into the garden and go back to the factory area, climb the ropes to get 2 MP’s and throw the levers to release the Harpies you heard for a while now.

The Harpy cage.

Go back to the SW passage you entered this area from, the gate reopened. Go back up in the higher passage and up R in the end. Here’s the Harpy cage, mine where hanging from the ceiling, quite inactive so I could take them out from the entrance (Hope you are lucky too, cause the pool is poisonous and I really wouldn’t like to have a gunfight in here.) Run into the R hand small ledge and turn W, standjmp/grab the brick wall and get up. Get the MP and go R, jmp to the pinkish pipe and drop from it onto a metal ledge, standjmp/grab into the Bird cage and throw the lever, 2 Spiked Spirits will appear (that’s what all those MP’s were for!)

Hop back and do a runjmp to the ledge L of the pinkish pipe and run around L to a raised block, climb the ledge up R and from the point of the yellow ledge, a standjmp/grab to the Jmpswitch on the wall, climb the ledge up R again and jmp to the top of the cage, run over the hole to the E exit and jmp down into the window alcove from which you jmped to the brick wall before, run into the exit and go back to the factory area, go L when you get there and run into the blue structure with the upside down black pear, grab the Kernel of Rhatech and stay close to the pear, the Spirits will kill themselves in it. Now head back to the Prison and find the entrance open again, go past the Grinders to the passage leading to the Yellow Square, notice a trench in the floor with a closed trapdoor in it, go L around the corner to the Yellow Square and go L/L outside, Lara will look up R to the ledge shown in an earlier cutscene (Jmpswitch with the burning floor).

Go to the SW and climb up in the corner, up the metal ledge L and turn to the N. You’ll see a structure with streetlights and L of it a ladder in the distance, jmp to the structure and go down the ladder to a white ledge, drop/hang from it and shimmy R to the crack, go R around the corner and get some Ammo in an alcove, go on shimmying around the R hand corner and climb up at the white floor, go for a lever in the end to open the trapdoor near the Grinders. Drop down to one of the walkways and go into the Gate again, to the trench with the trapdoor and down and E, find the Jmpswitch in the end and use it to lower a block. Go back up to the passage and past the Grinders to the Prison entrance, climb down the trench in front of it and go for the lever you uncovered. Throw it and get into the CS L of you, shoot the grating and get in, follow around the R to a ladder down into a blue glass structure, throw the switch to lower a block.

Go up the ladder again, backflip/roll off and go R, you’re on the other end of the Grinders, run into the NW corner and get the TE Gun. Go back and into R hand room, climb up to 1st floor and shoot the TE, grab the MP and head E and up to the higher room, shoot the Demigod R and find the alcove where you lowered the block in the S wall at the end of the dark ledge, get up and grab the Brick MS. Follow E and drop in the end, go L and over a walkway leading to the top of the Grinder room.

The Grinder room.

More ways to do this I’m sure, but this is how I did it:

There are 2 levers on top of the axle the Grinders turn around on, there are 2 sets of grinders. Runjmp/grab to the ledge opposite the entrance and go up to the axle quick, climb up after the Grinders passed, now go forward in this ledge and duck, look up so you can see that one of the grinders doesn’t hit this ledge, stand up after the first passed and run for the S lever, Lara looks L, throw the lever quick and hop back turning L, so you will hop back into a ledge opposite the one you just left. Duck and wait to get a chance to run to a ledge in the SE, from here you can do the second lever and a trapdoor will open, run into the SW ledge and duck, now go back over to the SE side and to the lower ledge, run of to a lower floor S and climb the ladder.

Drop in the open trapdoor and shoot the TE, get his MP and head over to the N side and grab the Crust of the earth and Four Pylons. A wall lowers.

Go to the SW “window” and runjmp out in a SW direction, to land on a dark ledge, go to the round blue room and down the SE hole to the prisoners cell, climb back up to the prison entrance, runjmp past the Grinders and go through the passage to the Yellow square, down the stairs to the Ground floor of the level. Head W and L into the wall you just opened.

The Garden.

Follow the passage down to a Garden, shoot the Demigod and head E, look for the Tree-like thing and climb up to the ledge on E side, walk R and stand on the lowest point of the ledge around the corner, face E and a bit S and do a sidejmp R, so you land on the sloped W side of the tree, grab the edge as you slide off, pull up and backflip/roll/grab the structure behind you, go R and pull up, from this ledge you can do a diagonal runjmp with a R curve to grab a ledge in the NW corner, pull up, go R and runjmp to the top of the tree, go S and shoot a TE in the room with the Machine. Pull the handle and see another wall go down. Jmp back to the tree and run off the W side to land on the lower stone structure, slide off to ground floor, go back to the Ground floor of the level. Follow the S wall and jmp to the terrace at the Poison pool, in the SW corner is the next open wall.

The Ice room.

In the room is a Harpy to shoot, behind The E slope, get behind the slope by jmping around it in the SE corner go into the NE corner over a trapdoor and fall through the Ice, swim S and R in the end, L/R and up in a shaft and climb out to use the Jmpswitch in the other end of the passage. See a block lower in the Ice room, swim back to the trapdoor and climb out. Go over the sloped wall to the room again and NW, find the brick wall to climb, jmp up and grab, backflip/roll/grab the crack in the wall behind you, go L. Drop at the block you lowered and turn, jmp up to the bridge and go E, runjmp/grab the ledge E. Turn around and runjmp/grab the wall L of the bridge, runjmp/grab up to the opening in S wall, use the handle on the machine to activate another one of the contraptions on the Ground floor of the level. Jmp down to the white wall, go R and drop on the sloped wall below, jmp to the green ridge and over to the exit N, get back to the Ground Floor. Go L when stepping out and L is the next entrance on your quest Climb down, grab a MP and follow the passage to the Steam room.

The Steam room.

There are 2 ways to do this, the intended hard way and the easy way I found.

Hard:
Jmp from the yellow alcove past the very first steam blower and go L into a small square, jmp to a MP N and further up the slope to N wall, drop into L lower passage. Around the corner you’ll have to endure the steam while crawling L past the Gate under the low grating. Then climb the brick wall and go up with your head near the ceiling of the L alcove, go L around the corner and drop, turn and grab the MS, go forward till you can go L to a steam blower, drop/grab and pull up in the L corner, runjmp from this ledge to the wall in the S with the MP, grab it and jmp up to the room with the machine, use the handle to activate the 3rd Contraption.

Easy:
Go get the MP inside the L square and go back to the main passage and S, jmp/grab/hang on the low part of the L hand wall, go all the way R and pull up, immediately jmp with a R curve to land at the MP on the wall from where you can jmp to the machine. Go back to the Ground Floor and L again as you may have already guessed.

The Poison pool.

At the next pool is the last entrance, go jmp over a pit and drop into a shaft, shoot the TE and follow the passage to the other end, climb the brick wall in the shaft and go over to a pit, jmp over and go L for a MP, then to the room with the Poison pool. Runjmp/grab around the L corner to a dark pillar, from the highest point, you can do a runjmp to the light grey ledge sticking out into the pool, throw the lever and a gate opened in the SW, runjmp back to the pillar and climb it on the R side, only using “Ctrl” (no jmp) and runjmp/grab into the gate. Throw the lever to raise a trapdoor in front of a pillar on the other side of the room, jmp back over the pillar, the centre ledge with the 1st lever and from the lever to the trapdoor at the other pillar, climb and jmp to the corner passage, throw the lever to lower a wall in the wall, jmp back to the pillar and from the highest point a long runjmp to the low ledge under the opening.

Use the Jmpswitch to lower a block in the centre of the room. Runjmp around the R corner to the trapdoor when the burner is down and get up the pillar, runjmp to the centre ledge and up the pillar to first floor, use the handle to activate the last machine, a terrific flyby will show all the elements of the big machine shift into place, a machine in a room up in the Factory area will be activated (maybe you already explored there, if not, go out of the Poison pool through the N passage at the Jmpswitch and R all the way past all the pools and up the stairs to the Yellow Square, into the gate and past the Grinders to the Prison, L and down into the passage to the factory area, but now climb the wall in the end of this passage, just before you go L into the Factory. Go around the Bowl and inside you can place the combined
Crust of the earth and Four Pylons and Kernel of Rhatech between the four Element Symbols, the Strange Building in the of the Ground Floor opens. Go back there and go in, throw the lever and the level ends, again a great flyby of a Huge machine (a drilling device?) in a tunnel.

 

Level 3: UNDERGROUND PASSAGE BELOW JERUSALEM

The Tunneling Machine.

 

Go into the L compartment and shoot the TE, get the Ammo and MP and shoot another TE coming from the opposite compartment, get his Ammo and go get the MP, go on down the tunnel and go on like this till you shot all TE guys, got all the Goodies and the Cockpit Key, use that one at the Lock L in the end and go in, shoot the TEs and go to the front, shoot the controls in front of the Cockpit seat and the Machine starts burning, look for the block you just raised and climb it, use the Jmpswitch on the hanging console and the Sprinklers hit in get down, throw the switch where you shot the Ctrl panel and open the trapdoor next to it, go down and drop to the track to escape the appending Crash. The Flyby will show the devastation. Boy, Lara, this time you hit it big.

 

Level 4: ACCESS TO THE PORTAL

 

Head down and at a sandy part of the floor, you can go over to the R side of the tunnel, go down and shoot a couple of TE’s, go all the way down to the dark wall and hop on the yellow track L, follow it down along the wall and shoot the TE, down at the end of the track. Go L and R around the pink corner pillar, inside you can shoot some more Control panels to lower a part of a ladder behind you, go back out and get to the ladder to grab a MP on top.

Now grab the MS and go to the other corner, drop to a safe block in a burner floor, drop down into a shaft with water, with a Shark that looks a bit out of place, swim to the NW passage and get up into the room with the TE you saw before, shoot him and grab his Gun. Go up the steps in the other corner and grab the Portal Eye Piece, a Demigod is released and the exit gate opens. Go out to shoot the Demigod and enter the passage he came out of. Slide into the darkness (my flares are out).

 

Level 5: TECHNO EGYPTIANS PORTAL

 

“Abandon your Hope”… well, that sounds promising.

Main Hall.

In the centre of the Hall is a huge Egg like thing, space ship? I’ll call it Egg.

Runjmp to the Techno tree S of the ledge to land on the sloped base of it, run past the Techno Skeletons to the NE side of the room, up some blocks to pull the switch, a trapdoor opens over a ladder nearby, run along the E wall to the S and get up on the caged off ladder, safety drop down into the elevator shaft W and throw the switch, to open a trapdoor in the floor near the ladder and hop on the elevator that will take you back up, climb down and get into the trapdoor, go L around the triangular door and pull up on the elevator floor W. Throw the switch and get up on the elevator to bring you up to the Portal floor, head E and another Skeleton appears, go over the Shark pit and find the Portal door in the E end, go L and into a deeper part along the N wall.

Shark Pit.

Go down the steps to the Shark pit. Get the Ammo and throw the switch to open a trapdoor and an opening in the SW of the pit. Go back up to the portal floor and head W where the Skeleton is waiting, on the Shark pit is a yellow beam, at the end you can dive down into the pit with the Shark, you can try to shoot it first or just get in, grab the MP and swim SW, through a room with a Jmpswitch, so we will have to drain it somewhere.

To Upper Level.

Climb out SW and shoot a TE, go W and on the block near a pole is a switch to drain the room back there, climb down into the room and stand at the edge of the pit, drop/hang over the switch (which will raise a block in the upper room) and grab it on your way down, get out on the N side and climb back up to the upper room, on the block you can grab up to a ladder, shoot the TE and go L to a walkway into the Main Hall, L at the beginning of the walkway is a brick wall you can pull up to get some Ammo and now look down the N side of the walkway, spot the yellow beam below almost opposite where you got the Ammo, drop to it and grab the MS under the walkway, go past the Chains and turn L in the end, drop to a pipe below and shimmy R to a flat part.

Burning Pink Hill.

Climb up the S side and slide jmp to the wall below, a block lowers as you land, turn around and spot it under the pipe, jmp/grab the green part of the pipe and go R, drop/grab the pillar and get the MP, jmp back to the wall and go R, in the SW corner you can jmp to a pink structure, go R around the corner to get a MP and return to the E side to get Ammo. From the Ammo, look N and see the pink slope, in the centre of the slope is a part you can stand on, turn facing S and stand a bit L of centre, backflip to the higher slope and jmp with a L curve to land on the higher ledge, go W to get the Ammo and then E to go up a high slope at the wall there, turn around and runjmp/grab up to the ledge on S wall, shimmy around the hole in it and jmp to a pillar with a burner in the end. Careful, stand R and walk up to the edge as the burner is down, hop back quick and do a runjmp/grab when the burner is down.

Room with the Jmpswitches.

Climb down and run off to the yellow ledge on S wall, then standjmp to a beam N of it and drop to a ledge on the N side of this beam (spot the Jmpswitch on N wall), drop from the W side to ground floor and go R, into a passage with a Scissor trap, in the end is a switch. You have to jmp through the Scissors as the floor below is burning hot, pulling the switch kills the flames on the top Jmpswitch. So we are going up first. Go out and R around the passage, up the hole R and up the ladder on W wall, to one square under the top, backflip/roll/grab the hanging block and go around 2 R corners, go down to lowest point with Lara’s feet still on the block and backflip/roll/grab to a block, get a MP L on the ledge and hop back on the block, standjmp/grab the 1st Jmpswitch (Blades deactivate) and drop on a lower slope, jmp/grab back to the hanging block, safest way is to go back to the ladder and down to the yellow beam, onto the ledge N of it and runjmp/grab to the 2nd Jmpswitch, (a gate opens in N wall, the top one of course) slide into the corner with the now safe Blades and get a MP, sidejmp out through the Blades go around the Scissor passage and climb up to go to the ladder, go to the block from which you used the 1st Jmpswitch and runjmp/grab to a roof N, pull up and run around the R hand corner W, shoot the TE, pull the switch and go out, drop to the lower gate, do the same and then drop to the last gate, shoot the TE and get some Ammo, inside are 2 holes in the floor, leading down to levers, which will activate the Spiral machine. Climb back up and leave N, drop down the hole quick, you can’t shoot the TE, go N when you reach the Main Hall.

The Spiral Machine.

Drop into the hole in the NW, throw the lever to open a gate, up in the wall go back to the spiral machine and climb the ladder in the NW corner on N wall, into the gate and runjmp when the chain is L to the grey pillar, standjmp to the next and a runjmp/grab will take you into the SW opening. Follow to a big empty room, go to the S hole and spot the fool that shot you before, take him out before you go down the ladder, get into the passage he was in and throw the lever to get a pole up somewhere on N side of Main Hall. Go down this passage and drop from the ledge at the ladder to the ground floor, turn and go L to the Spiral machine and R to find that pole, climb it and backflip to a ledge on N wall, go up the steps and into the alley behind the pinkish structure, throw the switch to open the gate at the steps and return there. Follow the passage up to a pillar like thing, standjmp to the ledge and go runjmp to a ledge on W wall, climb up to the top of it and up the ladder. Go R and runjmp to the ledge on N wall E of the ledge you’re on and get the Secret, the Master.

Top of the Egg.

Face N and backflip to the sloped surface behind you, slide and jmp/grab into the passage where you came out of before. Follow the route back up to the W wall and go L from the ladder this time, runjmp/grab to the metal bridge, grabbing in the triangular hole, shimmy L to the bridge and pull up, look for a Jmpswitch up W, use it and find the other 3 around the Main Hall, a trapdoor opens near the pole N.

2nd Portal Eye Piece.

Go to the N side of this roof and drop down backwards next to the bridge, holding “Ctrl” and land on a pointy ledge, from here you can runjmp/grab the pink structure at the pole. Jmp to the steps from the ledge over the pole and go down the trapdoor. In the room below you can get the 2nd half of the Portal Eye.

The Portal door.

Go up and runjmp to the sloped base of the pillar R of the Anubis statue or go down the pole, head E and R to the 2nd ladder, climb to the portal floor and run for the door, combine both parts of the Eye and open the door. A rumble rocks the room as the Egg will now be activated. Return to the Main Room and go down to ground floor, from the ladder to the N and L to find a pole up on a brick pillar NE of the Egg.

Inside The Egg.

Climb the pole and backflip to a yellow ledge on E wall, with a Jmpswitch behind glass, runjmp to the entrance of the Egg and see a bunch of coloured lines and pillars inside, this is a puzzle. Follow each line exactly, don’t step on other colours except for the ones you cross.

The Yellow line starts here so lets start with that: follow straight, L and to the block, climb up where the line goes up the block and turn R, jmp/grab the upper floor and follow the line with a U-turn and finally onto a Tile with Symbols, turn back and follow the line exactly the same route back, when you reach the E entrance, you’ll find the glass cover in front of the Jmpswitch gone, so jmp over and use it to lower 4 glass cages with Tablets inside.

Jmp back to the Egg and go to the N opening, the Red line starts here, facing into the room it’s L in the corner, go L to the block, get up and turn around, jmp/grab up, follow the line to the Tile R of the symbol Tile, get up and return the same way, jmp to the Jmpswitch N of the Egg. Scissor traps at 4 levers, one set gone (stopped), one to go.

Get back inside and to the opposite side, here is the nasty Blue line, follow to where you can go L to the hole in the floor, drop down and grab the ladder on the block, climb around the R corners to the ledge on the other side, climb the E side of the floor and following the line, go over to the pillar where the line goes up, walk forward and jmp/grab up to 1st floor, follow the line to the Tile L of the symbol Tile and return the way you came, the Jmpswitch is now available, it will end the actions of the 2nd Scissor. (there are more blue lines than you need, don’t mind that) Jmp back inside and go out the E opening to jmp/grab the pole, go to the ladders E to climb back up to the Portal floor.

The Element Tablets.

Go in the Portal door and along the L wall jmp to a ledge. Shoot any Skeleton that dares following you while he is in mid air, ignore the rest. Jmp to the pointy thin ledge over the pool and walk into the SE corner jmp to a ledge down R at the E wall. Climb the N block and backflip/roll/grab the brick pillar, go around the R corner and backflip into alcove, stand facing N and backup to the edge, turn R a bit and backflip to a sloped metal block, jmp when you land and grab the ladder next to the alcove. Go up to where you can see a crack in a grey wall L of you and a bit higher than the crack, go around L corner and backflip/roll/grab, hang over a sloped block below and drop on the highest side (R), slide and don’t jmp, only hit “Ctrl” and you will grab a crack in the block below, go R and up on a ledge, climb the ladder to one square from the top and backflip/roll/grab, use the lever and see a trapdoor opening up. Jmp back to the ladder and from about where the crack is to your R, backflip to a ledge, slide backwards off the slope and drop into the water below, swim E and L, go to the NW corner and climb out.

Grab up to the ledge above and runjmp/grab to the brick pillar on N wall, up the pole and to one square from the top, face the wall and backflip to a ledge, go get the 4 Element Tablets and climb back on the ledge at the pole, use the pole to go down or go to the W side of the ledge and drop from the S side into the pool below climb back to the floor and go over to the Main Hall.

The 4 Levers.

Go to the N side of the Egg, where you climbed the pole to get up to the top of the Egg and go up to the floor where you can go up the steps and into the gate to the pillar in the NW corner, jmp to the ledge on the pillar, runjmp to the blocks on the wall and from the 2nd block, you can runjmp down to a bridge into the Egg where the levers are. Use them to get receptacles up under the Egg and go back up the bridge, jmp to a yellow ledge SW of the bridge and to the sloped base of a tree S.

Placing the Tablets.

Go to the W side of the receptacle floor under the Egg, there’s a brown metal, roof shaped part of floor, from which you can runjmp into that place, aim a bit L of the receptacle there.

Place the Tablets and runjmp out in the NW corner, you will fall into the next level.

 

Level 6: BEEHIVES OF THE WORLD

 

Don’t dive or you will be lost forever, just swim up and to E shore, climb out and go up the E passage. A flyby will show you another very complicated area with all kinds of machines, the noises don’t predict much good.

1st Square.

On E wall you’ll see a ladder, climb it to the top and throw the switch, runjmp/grabbing into the R hand alcove for switch #2, then to the 3rd switch and a trapdoor opens below. Now jmp to the 2nd Square in a NE direction and go N, find the 3 Jmpswitches in cages and go on N, notice the fire-traps in front of the cages and look for the 3 switches on W wall behind some fences, there’s a TE roaming around here, better go take him out first.

The Timed Switches.

Then go for the switches, the R hand one opens the L cage, run there, (sprint isn’t really necessary) jmp with a grab over the flames and use the Jmpswitch, hop back over the flames and go for the next one.

The Sentry-gun.

After the last one a door opens at a Sentry-gun, near the trapdoor you opened. Go back past the cages to the 1st ladder you climbed and climb the brick wall N of it, runjmp/grab back to the 1st switch ledge and go down the ladder, facing the ladder, turn R and see the hole of the trapdoor just in front of the glass wall, sprint in as the Sentry-gun starts shooting, grab a MP and follow the passage to where you can climb up, but don’t yet, stand under the ceiling of the passage and shoot the Demigod and a TE from here (just pistols will do, saves Ammo, takes a bit longer though.) Climb up, grab another MP and head W, L in the end and get the TE gun in the CS, go E again and look NE, see the Canopener in a passage, under shooting range of the Sentry-gun. From standing next to the tunnel you came from, look at the Canopener and sprint there, jmp with “shift” to dive through and hop in the next alcove, jmp to the grey floor and turn R, sprint past the gun to the SW and find the Lasersight there. Turn around and look at the blue wall N, see the opening? Sprint to the corner of the blue wall and the glass wall R, pull up, face N and hop back, jmp/grab up to the opening and head NW over the ledges, you can jmp/grab to a roof with some Ammo and look down E to take out the Sentry-gun.

The Blades.

Go back inside and to the N side of the room where you hear the sound of Blades, stand on the low ledge at N wall and drop/hang back, go R to the wall and drop in the corner, crawl into the room and get the MP’s, at the 2nd is a brick wall R of you, wait in front of it till you have some time and stand quick, jmp up and grab the wall, go up and take a MP while climbing to a safe spot over the Blades, go L as far as possible and backflip to a switch ledge, get the MP and use the switch to open a gate below, S of the ledge, just run off when the Blades went by, holding “Ctrl” and land inside. Take a step forward fast and get the MP, go on to the next challenge.

The Moving Pillars.

In the passage you’ll see a Spiked-trap hanging from the ceiling, they’re deadly. Sprint to the wall R of the opening to the pillars, so you will not go too far. Standjmps will get you over the bars and past the pillars, throw the lever and see a block shift in the first pool, where you started the level. Head back through the pillars and at the Spike-trap you can shimmy along the windows ledge to the burner that’s gone down, go out where the Gun was and don’t go down the tunnel to the pool, but up the ramp L of it.

Top of the Pool.

Go R at the pool and up a ledge along the W wall, up to where you can runjmp to a thin ledge in the NE corner, go over to the rope and jump grab to it, see the grated ledge with the lever SW, swing there and use the lever to get a pole up R of you, turn around and climb the sloped block, runjmp to the pole and see a safe ledge L of you, go one step up and turn till you face between the rope and a grey block at the SE lever and backflip, you should land on a sloped ledge and slide to the safe one, jmp to the ledge SW and from there a runjmp with a sharp L curve to the walkway going W.

Be careful, there’s a burner tile close by, use the switch on the L block to raise a block behind you, standjmp/grab over the burner tile and jmp/grab up to the MS. Go to the switch on W wall over the big block, drop/grab that block and go for the switch, this switch will lower the grey block at the SE lever and drop a rope, go back to the MS and jmp from the raised block down to the switch there, from this ledge you can runjmp/grab the rope and swing to the pink plateau S, go to the E plateau and stand on the NE point, see the hanging burner blocks N, a sloped side on the E of it, that’s where you have to jmp to. Runjmp aiming for the slope and roll in mid air, slide and grab, go R to the lever and open a set of doors below with it. Turn W at the lever and look down to see a sharp pointed block in the corner of the pool, take a step back from the edge and standjmp down, slide and backflip to the side of the pool, go over to the W side, grab some Ammo and find that open door in the SW corner.

Get the Machine started.

Go up the passage and L, to reach a room with Ammo. Grab it and climb the pillar it was under, go up to the crack and backflip, jmp and grab the pillar over the crack. Hang with your feet on the crack and backflip, jmp with a R curve from the slope, you’ll probably will bounce off the ceiling above, no problem, just jmp one more time and land on the sloped block R of the ladder, slide to a ledge and turn, jmp to the Ammo and to the pole around the corner, go up till you see a Jmpswitch, turn to face a bit L of it and backflip to a niche, get over to the switch to open the gate one floor down, get back on the pole and go there.

A Skeleton is guarding the place. Jmp in and shoot him out, stand in front of the SE opening, L side and standjmp to the brown block around R corner, I jmped to the last block in the block first to shoot theHarpy from standing in the corner. Jmp/grab up to the grated floor E and go in, inside is a brick pillar with a sloped block R of it, standjmp to the sloped block and slidejmp/grab to the ledge in the corner, get the Ammo and jmp into the E niche, from here a runjmp/grab to the Jmpswitch on the pillar and jmp from the slope back to the niche, run out on the Ammo ledge and run off onto the slope below. Jmp into the E niche and safety drop down to the floor, go to the open trapdoor at the pillar. Grab the pillar and climb down, follow to where you can climb up again and backflip into the passage, climb up and go to the NW corner, stand in the N window and grab up to the wall, go to the chain and jmp up to the sloped block, on the edge of course, climb up to the next block and climb the brick wall, to the top, 3 steps down and backflip/roll/grab the wall behind, go over the Jmpswitch and drop/grab, the flyby will show you the apparatus on 1st square started, and opens 3 doors at the ladders. From the ledge you landed on, runjmp to the N window and down to the wall, drop to the floor and go into the hole you came from, a new passage opened and brings you out to the Machine area. Head N and come out to the 1st square.

The Bike.

Climb the ladder E and go in the door, throw the lever to kill a burner at the Bike. Now you can climb down the ladder and go to the next. It will raise a platform near the bike, then the 3rd, which will open a set of doors there. Go down to the ground floor and head up the brown slope to the top of the pool, R and up the big slope, R of the platform is the Bike.

Drive it up the slope at the door and go down, R and keep on the R hand slope. Into a room there, you’ll see a gate opening up. Climb up the E grey wall and walk N. Runjmp around the pillar and over the slope to the big room, go to the doors and down the ramp to the 1st Square, climb a ladder to the door of the room with the lever and go up through the trapdoor to the 2nd Square, past the switch puzzle and find the open gate N, go L and find the 2 handles on the Honey pots, the cover on a Jmpswitch retracts. (Look for a hole in the floor W, to get back to the Bike later.) Get back to the ground floor of 1st Square, past the switch puzzle is an open trapdoor to the room at the ladder, drop in and down the ladder. Go into the Sentry-gun door L of the ladder and go R, in the SW corner next to where you found the Lasersight is a room with the opened Jmpswitch. Pull it to lower a block at a pool on Machine square.

Bring the Place down.

Go back to 1st square and S to the pools, go around the W pool and stand on the ledge close to the opening, get in and be careful, the lest tile is hot, shoot the fuse-box. (Sometimes it takes a few shots, next time only one, so save before shooting.) When it breaks, cables drop into the pool and the hole place comes down, a block lowers at the Bike. Go back over the ledge and to 1st Square, up the ladder up the trapdoor, to the Honey-pot room and down the hole. Climb into the small room with the pedestal and grab some cool looking sun-glasses. The level ends.

 

TRA Part 2 - The Father

 

Level 7: RHATECH, THE OPPRESSOR

 

Drive the Bike around the E wall and into the next hall, go R and wait for 2 TE’s to team up so you can run ‘em over, race through the centre of the 2 Sentry-guns and to the end L side, hop off the Bike and jmp on the wall, jmp to a slope below and slide down. You’ll find a big Garden SW, go N from the garden and see the Huge Wheel, drop into the trench and go L to a pool.

Cutters, Burners and the New RHA Shining Star.

Walk the ledge N and dive in forward, swim inside and look L for a MP, go on to the end and R, pick up another MP and swim into the L hole with the Presses. Sharp L and down to get under the Cutters and get a MP on the bottom, you can always go up for air between the Cutters or along walls. Find the 1st Eye-scanner on wall and let Lara’s eyes be scanned, a gate opens and a Croc is released, swim up and between the Cutters, get air and then go along the E wall on the surface, sharp around L corner and see the Croc coming, dive and swim into the E tunnel, R and to the end to use the 2nd Scanner, turn back and swim under the gate, L down for a MP, turn S and swim through the Press in the wall, up L and get out on a ledge, look L and get the MP’s, return to the low ledge and see a Jmpswitch on S wall in this room, you have to runjmp to the burning ledge, (be sure to have full health before you start) land on the most R hand side, turn L quick, hit “9” to take a MP and then a runjmp/grab to the Jmpswitch, hit “9” again while hanging, or you will not make it. Swim around a bit to find Flares (SE) and a MP, then go W, into the small passage, stay on the surface and along the R hand wall, no harm will get to you then, swim to the low ledge past the 2nd Cutter and get out, find the lowered block in the N wall and grab the New RHA Shining Star (a block raises in the pool) and get back out.

The Wheels.

Swim back to the pool and go all the way around N to climb the block, up the brick wall and to the Wheels, go past the wheels to the alley between the last wheels and throw the switch, go back and around the wheel to the L, into the passage where a gate opened, follow to a passage L to the top of the pool, jmp to the rock R and climb the rocks to the top, there’s a cable ride. With a burner in the end, count the time it’s burning, for me about 6 counts and I went down at count 2, and the flame was down when I got there. A platform raises in front of you, walk on it and see the bridge in front. Turn R on the platform and climb the brick wall, backflip to a dark ledge and grab the Ammo, Lara looks at some cables on the bridge.

The Bridge.

Runjmp/grab over to the cables and go L all the way to where you get shot by the Guns, go on L and along the burner ledges to a flat one at the wall, slide down the other side and pull the switches, a block raises at the Pyramid, runjmp down to the sloped side of it and go S, climb the backside of the pillar and runjmp to the Jmpswitch, the block goes up one more time, then climb up again and jmp/grab the wall on the bridge, go slow and careful up there and you can take out the Guns from here. Go get your Bike and run it into the trench S, the gate will open for you.

Burner jmp.

Go have a look around the corner to see what awaits you, from the corner of the passage you have to go in a straight SE direction and try to land on the most L side of the burner block, just passed the burner and into the spot at the grey blocks, get off and hop into the water if you happen to burn like a candle. Get into the water anyway because there are 3 levers to throw, a block rises in a room under this pool, go back to the Bike and get up on the ledge with the grey blocks, go S and down the ramp on other side, into the SE pit, get the Ammo and go NW, find that block inside the structure in the centre of the room and hop on, jmp up and you swim again, use the Scanner to open a gate and the exit from here to the pool, go to the Bike again and see the gate N of it. Runjmp/grabbing into the gate and go down, follow to the Pyramid.

The Mirror room inside the Pyramid.

Climb the ledge L of the entrance, where the pole with the burning pedestal is, next to it in the corner you can pull a pillar to the brown Tile, go around to push it on and you will be taken up, side step L to the corner of the ledge and look above the pole, see the Jmpswitch on the block, turn facing NNW and backflip/jmp/grab the switch, drop down to the floor while the pole in the N end of the room appears. Go over there and see Lara being cloned. Stand on the SE corner of the lever ledge at the pole, face the pole and take one step to it. Now standjmp/grab and if you were in the right position, you will not get burnt, go up and backflip to the pillar, do the same as on the other side and a block goes up at the S lever. Go there and throw it to open the trapdoor on top of the ladder between the 2 levers, go up the N side and the clone comes up with you, hey where did she go? Throw the lever in the top room to lower the blocks at the Bike.

Back on the Bike.

Go back there and drive it down the ramps after you took the MP’s. Pick up another MP at the bottom of the ramp and go to a passage in N wall, the gate will open on approach, leave the Bike at the 2nd passage R and go on foot to the third passage, over the blocks and into the Cutter room. Sidestep into the alcove with the Cutter and stand in the corner, hop back and turn to the Jmpswitch, standjmp/grab and duck, crawl out and go into the next alcove for Ammo, go S and over a block to the next Cutter, hug the wall and sidestep to the Jmpswitch, use it and head S, over the block and get some Ammo, a TE comes around the corner, go get a MP at the last Cutter and go to the gate on the ledge to throw a switch N side, a door opens near the Bike. Go all the way back, you can pass the Cutter in the big room by going up the slope next of it and slide down the other side and into that door, a Laser-trap protects the pickup, shoot the R hand grey Bar and it will shatter. Go get the Luminous Beams. If you want to play it clever and go around the L to avoid the Laser, gates close around the pedestal (sneaky!) A set of blocks lowered when you took the Beams. Go to the Bike and N, the blocks go down on approach, drive straight into a room and R, go to the centre of the pit under the Spike roller and drive into the pit, climb out and find an Electric Circuit near the Gas cylinders E, a block lowered there. (A door opened in the Garden.) Go out of the room and R up the wall, drop on the other side, next to the gate, roll and run over to the ladder, Crocs run around here, if they are not close, jus let them be and go W, past the Wheels, L up the grey wall and to the S side of the Garden.

Enter the room next to the L Pump and place the Missing Circuit in the Circuit board, the Pumps start and you’ll see blocks raise under a receptacle in the Pyramid. Go out and to the Pillar at the base of the Pyramid, you climbed before, get up on the bridge and turn R, into the opening you went in with the Bike, jmp in the pool and swim to the gate NE to reach the Mirror room, climb the ledge W and place the combined New RHA Shining Star and Luminous Beams. A flyby will eventually take you to the hill in the Cutter room and a trapdoor opens up in the wall. So go back out to the pool, jmp over to where the ramps are and follow the passage you went before with the Bike, go into the 3rd passage R and past 2 Cutters and up the slope you used to go past the Cutter before, turn around in the end and jmp on the higher E slope. Into the niche in the wall and climb up to the shown passage, L and R are 2 walkways to the pyramid. Climb down the brick walls on each side to use both Jmpswitches. The Statues in the Mirror room will be activated and drop Spiked balls on a kind of windows.

Go back to the Cutter room and to the passage you drove with the Bike, go S and find the 2 spots where the Spike-balls hit the floor above, under the vegetation are the Reconciliation and Confrontation, go S and back over the ramps to the pool, NE gate into the Mirror room, up the W ledge and 2 blocks lowered, revealing the receptacles for the 2 artefacts, place them and see the Bike being shredded. Head back to the pool, dive in, swim SW and climb on the brown slope up to the bridge, jmp down to the pyramid from the R hand side of the brown ledge just before you reach the bridge, go N and past the Wheels to the trenches with the Crocs. Shoot them and swim into the S trench, L into the room where the Bike was shredded and find the room destroyed, only luck you have is that the lever, which was on a burner floor, is now accessible. Throw it to open a trapdoor in the other trench, swim to the Croc trench and R into the next red fence, the trapdoor is a bit further on, go down in and the current will take you to the next level…

 

Level 8: Site A - NEW RHA SHINING STAR

 

The Egg Room.

Stay high up in the tunnel and see a closed golden trapdoor, try to get into it (you can swim upstream, although slowly) and break the surface to get air. Save here and swim forward to end of tunnel, around the cage and find the Scanner on the L wall around the 3rd R turn, swim into the wall and upstream till you are about in front. Hit “Ctrl” and be scanned, go back to the trapdoor and swim up. Follow the next passage to another tunnel and reach an enormous water room (Egg room), with a huge Egg like thing in the centre, swim R along the N wall and find the Scanner NW, use it and swim R and up a bit to find an open trapdoor in the end of the tunnel.

The Big Hall.

Get out and follow to a Big Hall, on top of the Egg room there’s a gate in N wall, next to it on a yellow pillar is a MP, go S and see the 2 huge machines in the workshops E and W climb over the ledge with the white eyes S and come out to the Ramps.

The Ramps.

Big slopes going E and W, go down W and follow past a blue circle room to a room with a Crossbow behind glass, go on W and come out in the lower part of the Big Garden, E is a pink walkway, get on it and go to the Statue room.

The Statue room.

There are 4 Jmpswitches here, 2 of them out of reach, look on the highest part (N side) of the machines in the centre of the room and go up to use those 2 Jmpswitches, a gate opens back in the Garden, W side. Head back and jmp around the L side of the tree from the pink walkway and go over to the room W, shoot the grey part of the covers on the switches to use them. A gate opens up SW in the Garden. So get down to ground floor of the garden and up the NE passage follow back up to the Ramps and up the slopes to the E, find the ladder R, climb it and up the L block, make a U-turn to the W and go up the slope (remember this spot, S of here are the Animal cages), over the greenish ledge and down the wide passage to the top of the Garden, drop to the metal ledge below (look up E and here is another entrance to the Animal cages) look for a dark yellow ledge W, sticking out into the room and jmp over to it, run down the L side and slide, jmp with a L curve to hit the top of the tree, backflip and land on a small ledge next to the slope you came down from, runjmp to the MP and grab it, go over the top to the W, slide to a ledge and jmp over to the roof of the Jmpswitch room. Go L and get some Flares (the first?), runjmp/grab into the open gate S. Slide down the slope, don’t use a flare, not necessary and land in…

 

Level 9: Site B: THE CATHEDRAL OF THE NEW RHA

 

Slide down the next slope to the Cathedral area, a Demigod awaits you, take him out and go around the cathedral L to the white Face (it announces the coming of New RHA the Mighty), go behind (S) the Shining Statue E of the Face and climb the blocks, there’s a gate in the S wall which will open on approach.

The Pool room.

Inside you can go over to a pool in the NW, watch out for burner tiles and dive in, into the centre hole and E side, to get the Ammo. Climb back out on the brick pillar over the water and jmp to the sloped part W, grab the edge and shimmy to W ledge, go back to the entrance and look for a hole in the grated floor over the Red pool. Drop in and slidejmp to a ledge going E. Get safely past the Presses (run through and jmp over the corner to avoid the burner tile) and spot the Jmpswitch on S wall, runjmp/grab and hold jmp while you get a screenshot of the trapdoor opening, to get back on the ledge. Turn W and runjmp over the sloped burner tile, hop in the pool and find the hole up in SE corner, throw a lever inside and dive back in, swim out, R/R and back to the first pool, a brick wall goes up where you got the Ammo before, climb back up the pillar and head for the exit to the Face.

The Sphinx.

Head to the Sphinx area N and around the L side of the pillar with the ladder to the NE corner, climb up to a ledge with a MP and runjmp into the ledge between the N ladder and the brick pillar, turn around and jmp to the S ladder, go down to the lowest point from where you can backflip/roll/grab the N ladder, go up and get a MP before going S. In the end of the walkway is a lower ledge sticking out E, from here, jump/grab the ledge E and follow the passage to a hole in the floor, get a screen of a block below in S wall.

Top of the Pool room.

Go over the hole and backwards out of the W opening, grab the slope and go R, to the centre of the window over the slope, backflip/roll/grab the ledge behind and go L, and up on the brown wall R on the lower part. Follow the Ramp down and gat up the L brown ledge, there’s an opening in the N wall, jmp around the corner and up to the hole, get through the small gap and get a MP, throw the lever and see a gate open up, also the block in the wall near the entrance of the Pool room opens. Jmp back to the Ramp and to go to the N, drop from the NE corner to the ledge below, runjmp to the opening, you won’t make it, just slide and grab the edge, drop onto the grey slope below and head for the exit of the Pool room, go R and into the open brick wall, up the wall in the end and go R when you got up to the top.

The Egg room.

In the end is the room you opened, go in and shoot the 3 Eggs N and shoot the Harpies. A wall opened in the SW. get into the dark pit and find the Jmpswitch, climb the E wall and backflip/roll/grab to use it. (A block goes up at the pole on the Ramp.)

Up the Pole.

Go back to the hole in the floor N and shoot the Demigod, get the MP and go over to the Ramp again, down to the low part and jmp/grab the pole go up and from one square from the top, face the corner of the brown metal ledges NE and one square L of the corner, then backflip(no roll) to a thin ledge in the SW corner. Go up the block you raised, grab the MS over it and go E to use the Jmpswitch there, a block lowers in the Blade pillar, go to the N and stand on the low grated floor E of the Blade pillar.

The Blade pillar.

Runjmp/grab and land on the pillar at the pedestal with the MP, duck as soon as you land an stand up to get the MP in a safe moment, duck and climb back off the pillar, hang and go around the L corner the wall is climbable here. What I did was hang on the L side and wait till one of the blades went by and count 2, then pull up and runjmp/grab to the pillar on N wall, go up and L into the window, go W and Lara will look down at aMP. Standjmp there from standing against the W pillar and curve R, stand facing NW so your feet are on the flat part before picking up the MP, then spot the shining Break ledges out in the main area.

Break ledges, Buggy Car Key.

Stand facing out and sidestep R as far as possible, then turn L to face along the edge in the cracked ledge, runjmp with a R curve to the 1st ledge (if you happen to fall short, turn L a bit before the jmp so you really jmp from the flat part of the ledge), sidejmp L twice, standjmp forward to the next, a running jmp to the one after that and a runjmp/grab to the dark one, pull up and a runjmp/grab to the last ledge, hang L and pull up, runjmp/grab the Pillar a bit L and go down as a gate opened there. Go to the end of the passage to get the Buggy Car Key.

Get the Garage open.

Return out and climb back up the wall you came from, go R at the crack (only possible when hanging) and pull up in the CS, drop on other side and here’s another ramp, go W and R till Lara looks up at E wall, climb in the opening, R around the corner is a Jmpswitch, stand on R side and run off onto the slope below, slide and jmp to the R to land on an opposite slope, slide back and jmp/roll/grab the wall. Are you over the crack, just go up, are you under it, L and up to the switch, drop/grab and immediately jmp/roll/grab to land in the water below, find a ledge SW to climb out, jmp/grab the wall at the steam blower, go up over the sloped dark ledge L and drop/slide/grab, go L and pull up on the flat part. From here you can runjmp/grab to the block with the MP. Shimmy R and pull up around the corner, take the MP and jmp back down in the water, over to the SW ledge again and up the ladder, this time all the way into an open trapdoor, go up to the burner and hang L over the sloped floor, drop and jmp, then grab the opposite crack, go R and drop past the burner tile, go up the grey ridge E and along the S wall, drop to a yellow ledge below, go up on the walkway roof and over to the E, up the L side to find a Jmpswitch, this one will open the Garage. Head back to the yellow ledge on the W side and drop/hang from the E side of it, climb down the ladder to the passage where you got the Key.

The 1st Buggy Car.

From the climb wall, go E and to the R are the garages, the 2nd one is open start up the Buggy and take it out, straight to the Cathedral and L, past the place where you shot your first Demigod and R down the slope, up to the dark ramp in the end and back to site A.

Site A - Part 2

Drive on to the crossing and get out of the buggy, go over the ridge and through the tunnel in the 1st water room, get the MP and use the switch to lower a wall further up the ramps. Drive the Buggy up to the jmp down to the Ramps. Make a U-turn and head down the passage to the Garden.

The Statue room.

Go L and into the tunnel in the corner go L into the Statue room and around the last machine, look for a ledge where you can ride the buggy to the S wall and up the steep slope to a Jmpswitch. (Hard but possible, speed is the thing!) Stop immediately when you are up, get the Lasersight and standjmp/grab the Jmpswitch. Slide down and with a far away camera, jmp/grab back to the ledge the Lasersight was on. Get in the Buggy and backup off the slope. Stop to get some Ammo there and drive the Buggy over the long bridge to the other side of the room, up the slope and a bit R so you can get out, Jmpswitch and a gate opens past the Ramps. Get down the block and go through the Garden and up to the Ramps and up E, leave the Buggy there and go S, here you’ll find the open gate on the L, go in to throw a lever that opens yellow doors to another Ramp.

Go back to the Buggy and look up E to spot that Ramp. Go up the N slope and R up the ramps to the yellow floor, get out and over some yellow beams to an area with a pole. Go past that for now and down into a SW room with many burners.

The Burner room.

Climb the wall in the SW corner and when you go over the top, immediately jmp/roll and grab the end of the slope, hang and climb L around the corner, go down to the burner and backflip to a ledge. Climb the wall here and around to the opposite side, up and slidejmp/grab the MS, go R and to the very end R, turn face R and drop to grab the side of the burner pillar, go L and pull up, slide to a safe pillar and go take out that Demigod that was shooting you all the time. Climb back up the last pillar and turn facing N, backflip onto the sloped one behind, jmp/grab forward to the MS, go over to the R to the Jmpswitch, use it to kill the burner at a ladder in the entrance of this room. Before you move on, notice the gate in S wall with the Statues behind it. From the ledge on the S side of the gate you can runjmp around to the beginning of the Burner room, and where you land is the ladder you saw when you pulled the Jmpswitch, climb up and throw a lever at the gates E. (screenshot of burners) Go back down and to the pole on the ledges near the Buggy. Climb it and see a MP on a small ledge, now backflip into the window ledge of the bridge building and do a long runjmp (R curve) past the pole to the MP ledge, get the MP and runjmp/grab to the N bridge, go L and here is the 2nd lever for those burners, a block goes up in front. Go back down and to the Buggy.

The Statue room.

Drive it up the sloped block SW at the burners where you put the block up, go sharp around R corner and along the wall down into the Burner room, up a slope R to break the glass and get out inside the Statue room. There are 3 Statues to push in front of the control panels, facing the panel and if you don’t get a screenshot of the gate at the poison pool, it’s in the wrong place. The gate will open when all 3 are in place, go out W and R, up the ridge at the poison pool, go along the N wall behind the machines and up in the open gate, follow to a passage on top of the Big Hall. Shoot a Demigod and enter the L hand room with 4 switches and 4 levers.

Room with 4 switches and 4 levers.

Not too hard really, I numbered them L to R = 1-2-3-4, throw 3-4-2-1 and go into the S side for 2 levers to open 2 Animal cages. Go back to switch 3 and pull it back up, go to the N Side for the last 2 levers. All cages are open now. Go back to the Burner room and jmp from the open gate back to where the ladder is, go to the pole area and over to the Ramp and down to the Ramps below.

The 4 Scions.

Climb the ladder up to the Animal cages S, be careful, the Fire Dragons are roaming around here. Shoot them from the ledge at the passage to the garden or keep back flipping. Get into the cages and throw the switches that will open the displays, get the 2 Scions on this side and take a shot at the Fire Dragons in the other cages from the gap in the wall. Go out and L, L up the ridge and over to the top of the garden. Drop to the ledge and climb up E, get onto the blue striped floor in the centre and runjmp/grab over the burners to the yellow pillars in the corners, shoot (with pistols) the Fire dragons from the yellow pillars by hopping up and down, no place to hide!! to get into the cages. Go get the next 2 Scions. Go in the corner behind the last pedestal as a trapdoor opened in the hole between the cages, just runjmp forward in with a grab (maybe turn L and R a bit) and you should land in the hole, light a Flare and get into the CS, turn L in the end and backup out of the R hole, drop and watch the great Flyby. You are back in Site B with the Cathedral doors open.

Site B - Part 2

The Cathedral.

Go slide down and land in the Sphinx area, go S and shoot the 2 Demigods, go around to the front of the Cathedral, enter and walk the central floor to find 2 switches in closed pits, L and R of the brick floor, go to the N and stay on the R side of the path, just past a flashing object R is a kind of arch with a tree on top R, go to the R hand wall here and there are 2 grey pillars, use the ledges behind them to climb up the E wall, find a spot where you can stand in a lower part of the high wall and do a runjmp/grab to a ledge W, get Flares and look E to spot some Ammo you may have seen already when standing at the start of this level. Jmp to it and follow the wall R, R in the end and look L when around the R corner, there are some platforms sticking out of the roof, jmp there and follow the side of the roof to the S and on the corner, you can jmp over the roof to land in a deeper grated part of the roof, get the Ammo E and climb up N side. Jmp over the multi-coloured part of the roof to get to the flat roof with the golden Skylight. Get some Flares NE and go to the NW corner, overlooking the inside of the cathedral, look down here to spot the blue-grey sloped ledge below. This is where you have to go, face SE and hop back around the corner, turning L a bit, hit “Ctrl” only after landing or you’ll come short of the ledge, go R and pull up. From here you can see a lever and some Ammo S on the ledges.

(Moonpooka has provided this alternative means of getting to the blue ledge: Turn around and go to the SW corner of this floor so that the red/green spiky walls are to your right and the brown spiky walls to your left. Nip onto the red/green sloped wall/path, then go West and slide down the pink sides of the structure. You can see some greenish ledges jutting out off the pink structure, so go North and at the end jump to the last greenish ledge jutting out. Now face NE and jump up into the little alcove between the pink and brown walls. Walk to the edge of the alcove and look around the corner to the East; you will see some blue slopes and you need to take a run and jump over to the one on the left so you slide down. Grab the edge and shimmy right to a small blue ledge; pull up, look South and you can see a lever on a ledge. From the small blue ledge you do a side flip onto the slope to your left (which has a wall texture on your side), then jump and grab a ceiling ladder to get over to the lever.)

Stand facing S and R on the ledge about centre. So you can sidejmp L onto the sloped block, jmp and grab the MS over to the ledge with the lever. A Demigod will start shooting from below (Coward), nothing to do about it now, just check your health, go to the end and L, you’ll drop on the ledge at the lever, throw it to open the 2nd Garage and go to the grey tile SE, drop from the N side and grab the lower sloped ledge, go R and pull up for some Ammo. Now you can go safely down over the grey slope beam SE and the brown ledge L on S wall, turn and jmp to a grated structure on E wall, drop to the pink floor from here, (my Demigod was on the opposite side of the Cathedral, on the pink floor, just walking around in circles, so I stood on E side, just keep firing (pistols) at him and you kill him unharmed. Go out to get your 2nd Buggy.

Go out of the Cathedral and S, take the Buggy and go L again, to the same ramp back to level 1.

Site A - Part 3

On the Ramps, go to the E Square where you got up to the Burner room before and this time take the L sloped block to go up the 2nd Ramp.

Site B - Part 3

1st Lens.

Drop into a Hall, leave the Buggy here and go S, past a trapdoor that opens (leading down to the Sphinx area) to a Jmpswitch on the S wall, one of the Lenses in the cathedral shifts into place. Climb into the opening in W wall and drop/grab off the S side, go shimmy all the way to a blue ledge L and go over the trench to the W. Here you can see another Breakledge challenge.

Break ledges and Crossbow.

Stand opposite the 1st ledge and notice the floor is cracked, so stand L of the cracked square, just on the flat part and do a runjmp to the 1st, a running jmp/grab to the 2nd, shimmy R to the corner and save, pull up. Turn R and standjmp/grab the 3rd , go around L to the corner close to 4th ledge, pull up, turn L and standjmp/grab, go L around to face the 5th ledge, a runjmp/grab will take you to it, pull up and runjmp/grab the brick wall, go up and a block lowers in the trench in front, but before you go down, look R and see the Crossbow in a window far away, just next to the blue roof. Get the Ammo in the trench R and follow to the end, climb R and find 2 brick pillars, facing each other, climb the N one to the bottom of the yellow beams and backflip/roll/grab the S pillar, go R and drop, slide and grab the edge, go R and pull up to get the cool Crossbow. Runjmp with a R curve back to the pillars and go into the trench, go N all the way to an opening up in the wall, climb up to the top, slide a bit and jmp/grab the MS and spot the Jmpswitch on the N wall. Drop to it and hold grab while a flyby shows the gate where you got the Crossbow and one at the Blade pillar opening up, go L and drop onto the blue floor, now we have to get the Buggy in here. Look E for a ladder over a burner tile and runjmp/grab to it, go up all the way and slide to the Hall with the Buggy, Fire it up and drive it down the hole at the Jmpswitch W, onto the blue floor and down the big tunnel S, past the burners to the Ramp at the pole and the Blade pillar. Leave the Buggy here for now. Get up the pole and backflip to the ledge when you are facing the Jmpswitch you pulled before, the block is down, so it is possible now and you are going to need this easier way in a moment.

The Timed Run.

Runjmp around the N wall to the top of a sloped ledge, and look L. Here is the gate you opened before, go through the gate N and to the lever W. To get familiar with the route, here is what you have to do: When you throw it, hit look to get out of the cutscene and run E, turn R at the E wall and hop back through the hole N, drop down onto the Ramp, go run down the brown ledge of Ramp, jmp the corner to gain time and jmp/grab to the pole, climb up and turn around to face the Jmpswitch E, backflip to the ledge and hop back turn L and runjmp around the N wall, turn L a bit and sidejmp into the gate, turn L and run to the end of this passage, runjmp (a bit L) to the 1st beam and do running jmps from beam to beam and go L a bit to end up in front of the gate opposite side. Now you know the route, go back inside to the lever. (With me, something strange happened, I throw the lever and get a cutscene with a closed gate, then I go to the other side of the lever and it works, I don’t know if it’s intended that way or that I did something wrong.)

2nd Lens.

Inside the room is a Harpy you have to shoot, no probs now you have the Crossbow (heh, heh). Look for the 2 Jmpswitches on W wall to shift the 2nd Lens in place.

Making Things Happen.

Go back to the Buggy and drive it straight to the W, around R corner and Lara looks up to the hole where you climbed before, go on a bit more to a lower part of the Ramp, where a block lowered R, go in there and stay R, go straight over the narrow slope and jmp into a lower roof on the Cathedral. The floor is pressed down by the weight of the Buggy, get out and say goodbye to the Buggy here. Climb out W and slidejmp/grab the slope you jmped the Buggy from. Go to the Ramp and R, follow all the way past a double trapdoor to the place you’ve visited before, go up the ladder over the burner and to the trapdoor, climb down the wall to the Sphinx area, backflip from above the burner and go S to the Cathedral.

The Cathedral.

Go to the Arch with the Lenses past the waterfall thing and see the pool under it, dive in, go S and swim a long tunnel to the end, L and R are 2 rooms where you can pick up the 2 New RHA Embryo Activators.

Roll after Lara picks them up, swim to the other and get back to the N side fast, you probably will have to take a MP or 2, get some air and swim into the newly opened room N, here you can climb up L and R to go past some Burner tiles (sidestepping along the wall, nose in the wall will do fine) and throw the 2 Jmpswitches. Back to the water and N, the current will take you to a shaft back up to…

Site A - Part 4

The Poison Pool.

Climb out and be careful, only one safe ledge here, there are 2 Harpies in the next Poison pool. Take out the Crossbow with the Explosive Ammo and be sure to safe before going in.

Runjmp with a R curve from standing in the corner and land on the slope going down into the room, from the ledge, take out the Harpies and look into the room, the ledges are trapped and only some are safe, jmp to 1st row R, runjmp across to 2nd row most L, runjmp 3rd row most R, standjmp to one just in front of the opening in the wall and jmp/grab in, climb down the CS in the back to go back to…

Site B - Part 4

The Cathedral.

Climb down the long ladder again and go inside the Cathedral once more, to the back end corners, there are 2 Gold plated receptacles for the New RHA Embryo Activators, now the pieces fall together. The double trapdoor we saw before when driving the Buggy in the top of the level opens. Shoot the 2 Demigods first. Go over there, you can climb the first route to the top of the cathedral again, up the E wall, to the S, over the roof to the Golden Skylight and the back hop onto the lower grey ledge, this time jmp/grab a higher ledge W and pull up over to slide to a ledge along S wall, go to where you can see a blue ladder in the far N and go over there. Runjmp/grab over from the sloped block next to the ladder, to go up the ladder to the high Ramp. Go R and to the trapdoor, run in from the trapdoor and go back to..

Site A - Part 5

Access to the Steel tower.

When you drop into the tunnel you were before, a flyby will show yellow beams of light and a Shuttle? taking off from a platform with a lever, the 2 Demigods you saw before are coming out to greet you, so shoot them fast and head down the tunnel and see the Egg raised from the Egg room. Now you know what those big Machines were for, they lifted the Egg into the beams.

Into the Egg.

Jmp around the L corner to the ledges there and climb down to the path that leads past the room with the 4 switches and go to the end, shoot the TE and climb down the metal grated structure between the Egg and the platform with the burners and the lever, use the E ladder. Drop to the yellow sloped beam and turn around, climb up the NE corner of the Egg tower and up the block R, (only grab, no jmp) go into the structure and up the pole all the way into the Egg, throw a lever there to open a trapdoor up at the platform with the burners.

Up to the Platform.

Go down again and out of the Egg, down the NE corner and go under the ladder you came down from before, you can get behind the grated structure there, climb a yellow pillar R to get a MP and jmp/grab to the inside L ladder. Climb up to a window behind you. Backflip there and stand on the E side of this too small ledge, you have to run along the window and jmp out L a bit and then turn sharp R in mid air. Phew! Grab the MP and go around over the ledge to climb the brick wall inside. Climb L and drop, jmp over the hole and go L up to the lever, which will raise a block at another set of 4 levers.

The Lever room.

That room is W of here (you may have spotted them already) runjmp from the lower ledges of the platform to the W floor and go into the SW corner of the Lever room. Stand on the safe tile closet to the lever block and runjmp grab to the dark green sloped side of the block, next to the raised block at the lever, Go L a bit, and stop on the highest part, if you go too far you will not be high enough to do the next jmp. Pull up and backflip/Roll and curve R in mid air, grab the alcove's edge, now jmp to the 1st lever.

Phil found an easier way to get there. When you go into the SW opening, hug the left wall and go past the machines to the other side of the lever room. From here you can take a running jump with a curve to the left in mid-air to reach the W alcove ledge. The trick here is that you start from the floor, not the raised tile (which doesn't give you enough running room).

Throw it and throw them all to activate the Lasers which will hit the 4 Element Tiles. Finally you have opened the N Gate in the Egg room. (On the ground floor N, remember?) Jmp from the lever block and head to the grated wall with the ladders to get down to ground floor. Go N under the grated wall and into the Gate, the level ends…

 

TRA Part 3 - The Missing Son

 

Level 10: STEEL TOWER OF FOUR ELEMENTS

 

There’s only one route here, so go up to a huge room (what else?) and see the Element Tower W, around it are 4 directions, NE of it a big pit with wind ledges “Air section” SE a big pillar with burners, trapdoors and such, the “Earth section”, NW Lavarooms, “Fire section” (of course) and the “Water section” is located SW.

Water: Go to the SW and dive in the pool after the flyby of a Shuttle landing. Get the MP and some Ammo between the grey beams W on the bottom go to the yellow Ice cube N and climb it, jmp to the ledge N and come to the…

Fire: Jmp over the ledges to the N side, where a lever waits to be thrown. Go to the 2nd pool E of here and along the N side to the end of the pink ledge , jmp to the brick sloped floor and follow up to a switch inside the room SE, use it to raise a block at the 2nd lever. Go pull it and return to the 2nd pool again. Go past the switch there to the machines at the Jmpswitch, line yourself up, facing away from the switch (there’s a thin line on the floor) and hop back, grab the Jmpswitch and drop to the slope, slide (and time this right) jmp/roll and grab the pole, (spot the trapdoor raised at a switch L of the wall) go up and turn facing the Jmpswitch, go up to one square from the top and backflip to the wall behind. Run of to the pink ledge and hop on the trapdoor, the switch will melt some Ice in the Water section. Get back there.

Water: Climb out of the pool in the on the S Ice cube and jmp/grab the S wall, shimmy L and pull up over the edge, throw the switch inside to raise the 1st platform in the Air section. Climb the E side of the wall and spot the Demigod waiting for you go to the floor but stay far away, he may not notice you yet, so you can take him down with the pistols while he runs around in circles.

Air: Go around the tower to the NE and drop to the platform, take out the Binocs and spot the barely visible ledges going to the N, 2 switches at the dark block on N wall are your goal.

Runjmp/grab to the 1st, straight N, runjmp to the 2nd N, run off to a lower one N, turn W and runjmp/grab to it, turn N and spot the higher ledge, jmp/grab up and jmp/grab to the switch, which shows a gate in the Earth section. Run off to the lower ledge and to the one under it, then runjmp/grab S and turn R, walk to W side and jmp/grab up to ledge above, from here a short runjmp (hold grab) and turn R, runjmp/grab N and jmp/grab up to the higher ones to get to the 2nd switch which will open the Earth gate. Run off to the 1st lower ledge and then runjmp to one E and a bit R, runjmp/grab to the one in the corner and turn R, stand on S edge and jmp/grab to the next, runjmp/grab to the platform a few times and head for the gate in the Earth section SE.

Earth: Invite the Demigod to come out and play, then go up the ramp with the swinging Spikebags and over a block, shoot the TE guarding the Gate L and get some Ammo in the window, opposite the gate are moving Cranes with Spikes, look for an opening in the NE wall and hop on the crane floor, jmp around R corner to get in, drop to lower ledge and jmp over the burner floor, get a MP and go around the corner to throw a switch, it will lower a block behind the Cranes, go back to them and navigate through to the alcove, drop down and throw the lever to open the Gate, run through the Cranes again and drop backwards into the Gate, climb down and follow to the opening overlooking the Earth section.

Drop/hang and shimmy R around to a palmtree, climb up and onto the block behind it, run off to the sloped thin ledge S. Stand facing NE and sidestep as far L as possible, Lara will shake a bit and go all the way up in the corner, turn R and do a runjmp to a dark ledge S, then to the grey ledges W and over to a Jmpswitch on the Tree, use it to close the trapdoor, Jmp back to the NE ledge and drop to a pillar below, drop down and go to the base of the tree to pull the Chain, a Boulder drops and goes through a second open trapdoor, which will close behind it. Now make your way back up to the Tree and drop to the pillar again, jmp/grab the MS S and go to the tree, drop/grab and go around L corner to use the 2nd Jmpswitch. Which will raise an Ice cube in the Water section.

Water: Go back there and go to the Ice cube in the N side of the pool, climb up the new grown pillar and go over the sloped pillars to the open Gate in W wall. Upon entering a gate opens L, runjmp down into that trench to use the lever, (lowers block in previous room) jmp back out and go into the room again, the wall is now climbable, but first we have to do one another thing, go NW and look for a climbable pillar opposite the crack in N wall, go up to above the Tanks and backflip/roll/grab, go R and drop on the brown slope at the Crane, turn and use the Jmpswitch to lower a block on a pillar S side of the room. Go over the first block you lowered and find your way up the yellow pillars. Grab the Ammo and the 1st Bridge Energetic Cell and throw the switch to move a Crane from the front of a CS at the end of the crack.

Go up to the crack and R all the way past the Crane, you’ll get hurt a bit and into the CS, follow to an opening from where you can runjmp/grab the ladder on the pillar. Go L around and up to block, see the Jmpswitch. Grab the MS to go to the E and take the Ammo, runjmp/grab to the Jmpswitch from between the 2 sloped parts of the floor and adjust the aiming in mid air, a block lowers to get back up to the Chain area and a block under the Chain itself, so go back up and pull the Chain to open the Gate next to the entrance of the room. Go down and get some Ammo next to the last pillar with ladder and go into the gate.

Placing the Scions.

Up the ladder to the outside, climb around the blocks to a ledge where a cutscene shows you the Tower, runjmp around the corner up to the higher floor and climb the yellow wall, this is the level where you can make good use of the 4 Scions in your backpack, go to each tunnel in the 4 Element Tunnels of the Tower and place the Scions, which will be taken into the tunnel, do Fire, Water, go around S side to Earth and get a bonus MP next to the tunnel, Air last and there is some Ammo and another Crossbow on a ledge, look up there and spot the Jmpswitch. After the last Scion, you get a cutscene of an open gate with flames in front, that gate is in the very top of the level.

Jmp back and go to the Fire tunnel, from the R side you can jmp to a ledge on the N wall, jmp to the pointy ledge just around the SE corner, walk L a bit to get closer to the next jmp and jmp grab the sloped block sticking out to the R, pull up over and slidejmp L a bit, go over to the Jmpswitch here and use it to raise the block where the Crossbow was. Runjmp/grabbing SE from this ledge to a dark yellow ledge sticking out from the Tower and you will land on a sloped part of a beam, go SE and up a bright yellow beam, up to the Element Tunnel level. Jmp/grab to the block of the Crossbow and use the Jmpswitch to open a trapdoor (to the Shuttle Pad) in the room with the Cranes in the water section. From the block, look E and slide down the R side of the slope, jmp to the Tunnel. Go to the W side of the tower and to the Fire Tunnel, drop from the W side of the tower and land on the bright yellow gutter?, from here you can runjmp into the pool, next to the Ice cube you have to climb. In the room, go to the NW corner. Climb the ladder and all the way up to…

The Shuttle Pad.

Climb the dark wall in front and get ready to rumble, L of you is are Demigod and 2 TE’s, take them out and get the 2nd Bridge Energetic Cell, climb a ladder at the Shuttle near S wall and inside are 2 Machines with missing Batteries, first go past them and along the S wall, all the way SE to the Earth section, there are 2 switches on a pink ledge. They will raise 2 blocks so you can put the Bridge Energetic Cells in the Machines.

The Bridge.

Go back and make things happen, a bridge lowers from the N wall outside, go to the NE and runjmp/grab to the bridge, go in the N room, get the Ammo and Crossbow, jmp to a ledge outside and E of the bridge, pick up the Lasersight and aMP a bit further L, and go inside again over the grey beam E from the MP and look for a Water Main up on N wall, shoot the yellow part and the water fills the shallow pool, in the NE corner is a small hole you can swim in now and go up the hole above, climb the ladder to the top level.

The Top.

Go W and find a lever to raise a platform, up in the Earth section. Walk out on the grey beam and see the gate of the Scions W and the raised platform SE. Go E and R over the yellow pillars along the wall to the floating Fan, runjmp there and runjmp/grab to the platform. On S wall you’ll find a Jmpswitch in a hole, check your health and run, grab the Jmpswitch and immediately hit “look” to get out of the cutscene or you will drop into the Deeeep!!!. Just jmp on hitting the slope below and grab the ledge with the Machine switches, go back through the Shuttle Pad, over bridge, swim, up ladder and over the floating Fans to the W, runjmp/grab to the lower part of the steps and go into the gate to use the switch, it will lower a block in the Fire section. Go back to the ladder and follow the path back to the Shuttle Pad, down to the room with the cranes, runjmp from the entrance over to the ledge near the Tower and go to the big gate , just in front of that gate is a pole you can climb to the yellow beams. Backflip off and go to the N. and L to the ladder on the pillar, look around the pillar from the W side and spot the grated walkway under the Element tunnel, runjmp in and follow to the block you lowered.

 

Level 11: THE FIRE PYLON PASSAGE


Go in and find closed gates at the Fire Symbols, go on down some steps to find the Techno Egyptian Translator. A gate opens at the symbols, go in and down to the Fire Pylon Passage, climb the ladder next to you and go to the other end, down the hole and here comes a spectacular swim to the Fire Level, go up and into the open gate…

 

Level 12: FOUNDATION OF THE FIRST PYLON - FIRE

 

Stand on the edge of the slope against R wall and take a step L, now standjmp with a sharp R curve into the alcove R to get the Ammo, thought it was a Secret, but no! Slide down and climb the ladder, slide and jmp over the Spike tile at the bottom of the slope. Up the wall and hop on the slope and slide down to a Fire Cave.

The Fire Cave.

Go over the white floor to the deep pit and onto the red ridge, where you’ll see a pillar with a ladder, below are 2 Fire Dragons waiting, take them out from here, then stand on the L side of the ridge and look behind the white pillar L, runjmp behind it and follow the path down to a dark area, take the L path first, jmping over lava flows and get a MP before you jmp into the R hand opening, stay in the opening and shoot the Fire Dragon from there, get the Ammo and throw a switch, go back the way you came and in the dark passage below, take the other side, to the R of the lava pillar. Throw the switch in the open gate.

Now go back to the white floored entrance of the Cave and to the N side up the slope, jmp into the open gate. Throw the Jmpswitch (a block lowers at a lever) and get out through the NW hole in the wall, get some Ammo L before going W and out the gate to the pit, jmp to a small triangular ledge at the pillar and jmpgrab up to it, runjmp to the SW corner. Throwing the lever opens a gate down in the pit. Walk back out on the crooked ridge and turn R at the corner of the S wall, looking at the entrance of the Cave, when you turn around and slide backwards down here and grab the edge of the slope, you’ll land on a slope and slide in the direction of that open gate.

Shoot a Fire Dragon and go W, in the end is a Jmpswitch around the corner, you have to runjmp around the corner from the higher part in the passage you come from. The switch will raise a pole on the crooked ridge. Do a diagonal run over the floor part you’re on and jmp back, go to the NW corner of the pit for some Ammo.
Head up the brick pillar to runjmp/grab the pole, climb up to the top and backflip from one square down to a ledge SW, climb the ladder there and find the Scion of Fire E. A trapdoor opens, drop down from the trapdoor side and head E, another great flyby will show the next area where a huge Tower, the Pylon of Fire is surrounded by all kinds of machinery and piping. When you reach this area, jmp to the grey ledges R and from there you can climb a ladder down to some Ammo, go to the ground floor and to a Terminal W.

The 8 Diamonds.

When you shoot the Terminal, it will explode and leave behind a Diamond for the Engine Circuit (a trapdoor opens), on the now exposed Tile you can see this was #4 out of 8, so lets go for the next 7. Shoot the strange plant next to the Terminal and watch what happens, they can harm you, but look great, there’s a ladder on a pillar nearby, climb it and runjmp to a red ledge NW, go N and get Diamond #1 there. Go on to the most E point of this ledge and runjmp and grab around to a dark metal pipe, you can already see the next Terminal from here, jump to the red slope on the grey duct N and grab the edge, go R and up the ladder, drop other side, getDiamond # 6, look E and spot the next over in the Mountain area, get Diamond # 3 and return to where you got #6, go L to the Pylon and jmp on the white Ring of the Pylon.

Go around to the SW corner, off over the grey ledge which has a ladder down on S side and jmp to the next Terminal in the corner get Diamond #2. Go to the ladder you just saw, near the white Ring and down, backflip over the white wall and slide down, pull out a weapon to shoot the Demigod down in the passage, drop in and go S, destroy the Terminal to get Diamond # 5, go S and find the 2 trapdoors, with signs of the Diamond numbers, go R and along the W wall to the N, around the back of the structure, get a MP and climb the ledge and the ladder there, go down into the Main passage on the other side and go follow the arrows to the E. Go L/L in the end and into the passage with the Blue windows in the floor, notice the block with the pole here and go jmp to the ledges in the lava in the end, follow R and to the terminal, Diamond # 7, go on over the ledges to the main passage and look on the S side of it for a small passage, it will take you to the last Terminal. From the grey block in the end you can jmp there, the second trapdoor opens when you destroy the terminal. Get Diamond # 8. Go back to the Main passage and follow the arrows back to the trapdoors, get a MP in the SW corner and go in to the 5/8 trapdoor.

Placing The Diamonds- Trapdoor 5/8.

Little to explain here, just follow the white line, up the ladder, backflip off to shoot a TE and back on your way, after you placed the 4 Diamonds, return to the trapdoors, but when you come to the ladder with the sloped block under it, go to the side of the gates S, drop/hang from the edge and drop/grab the CS, find a Secret in there, some Ammo.

Placing The Diamonds- Trapdoor 1/4.

Same MO. After the 2nd Diamond and the 2nd ladder, there’s a White block in S wall, remember the place. Go on along the line (past a short ladder you climb later), place the last Diamond, a Machine gets activated (and a block goes up between 4 levers). Go up the short ladder and you’ll meet a Demigod and a TE, take ‘em out and get the Key to the Engine and some Ammo. L of the machine are 4 levers with a raised block in the centre so you can use them, 4 Lenses shift into place and a block lowered at the machine. Place the Engine Key and you’ll see the White block go down. Return along the white line and find the new opening. Go down into the room.

Jmpswitch room with the Steel Cage.

Notice the big Cage hanging on an axle in the centre of the room, we’re going to make use of the cage to reach the numerous Jmpswitches.

Go to the SW and past the ladder on the pillar and throw the R hand switch in the white pit, the Cage turns vertical, climb out of the pit and go to the L side of the cage, runjmp/grab a block sticking out and jmp/grab the R side of the ladder on the Cage, on the top, go R quick as a Knife Ball drops down, turn around and standjmp/grab to the ledge under the 1st Jmpswitch. It will raise a block down by the Cage. Standjmp/grab back and go down to the switch pit, throw the L one this time and the Cage goes back horizontal.

Cross the pit under the Cage to the NW and runjmp/grab to the ledge with the block, get up, grab the MS and head E to a Jmpswitch with flames. Flames go off on approach, use the 2nd Jmpswitch to kill the Spikes on a ledge on the N axle of the cage. Jmp to the N side of the room and cross back over to the S to use both the position switches, go up the ladder on a SE pillar and runjmp/grab to the Cage, go jmp on the N axle ledge and climb the ladder, to the top and backflip/roll/grab to another ladder, up and onto the L block, use the 3rd Jmpswitch to kill the flames on a pillar near the 2nd Jmpswitch. Go back down the wall ladder and backflip/roll/grab the Cage, down and to the position switches. Put the Cage straight up again and go to the NE corner of the Cage pit, climb the grey ledge sloping up and runjmp/grab the ladder there, go up and jmp to the block on the Cage, go up the R side of the ladder and sidestep R again when the Knife Ball drops, turn around and jmp/grab to the 4th Jmpswitch.

The Lava Caves.

You created a new opening in the pit under the cage, drop from the N side of the ledge, go down the ladder on the pillar and drop to the pit from it. Go into the S tunnel and drop to the lower level, walk up to the lava in the centre of the tunnel, turn R a little bit and hop back (maybe you get stuck on the edge, turn a bit and back to get unhooked) and do a long runjmp with a sharp R turn to land under the sloped ceiling R side. If you managed the first jmp, the rest is easy, the last jmp goes along the L wall, get some Ammo and get a Surprise around the corner. Throw the lever to start things up, another of those great flybys shows the central core opening up after the lava melted all.

Climb out of here in the N end of the cave and up to the place you visited before, it’s near terminal #8, runjmp/grab the pole, go down, not too far! And turn to backflip to the sloped block, immediately jmp to the ledge and runjmp to the grey block N, follow the passage to the Main passage L and go into the passage N of main passage, the one with the blue floors, where you saw the block and pole before. Go up the pole, backflip to the S ledge, climb a ladder to a red window and jmp to the grated floor under the core, go over to the ladder at the blue slope and up to place the Scion of Fire. The Beams of Light go through the Big Tunnels and a block lowers back in the direction of the Fire caves, only on the other side of the Big Tunnels. Go back to the trapdoors and go all the way around the L, past the cages to a set of steps leading up, get Ammo, follow the path all around the Pylon, through N side, picking up Goodies here and there and you will finally come out to the #4 Terminal where it all started, climb the ladders to the mushroom shape pillar and jmp to the R side of the tunnel to the Fire Cave. Go follow the passage to a Tile in the corner, step on it and go back through…

 

Level 11: THE FIRE PYLON PASSAGE

 

Just swim to the other side and up, down the ladder on the end of the passage and into the gate L of it and follow the slopes back up to…

 

Level 10: STEEL TOWER OF FOUR ELEMENTS

 

Open the gate by using the reach-in switch in the circle R and go L into the lower part where you found the Translator, when you walk into the SW corner a block lowers and a flyby will show you one arm of the Kernel is activated and the entrance to the Tower opened. Jmp into the lower walkway under the Scion tunnel and jmp to the Tower, go S and down the ladder in the hole there. Go S and slide to the entrance of the Tower, notice the pole.

Go into the Tower on the W side and go to the Element blocks in the S, the Fire block lowered, so you can use the reach-in switch in the Air block, the passage opens. Go back out and up the pole at the entrance, go up to the N brick floor next to the entrance and backflip off. Go up the ladder and the next L ladder. Now you can take the N route along the rock wall or go around S side, climb down the corner in the Air section and jmp into the L walkway under the Element tunnel. Enter and go into the N passage to…

 

Level 13: THE WIND PYLON PASSAGE

 

Well you know by now, up the ladder and swim...

 

Level 14: FOUNDATION OF THE SECOND PYLON - WIND

 

Slide down and go L, into the wide area, R into an alley, climb the grey ledge in the end to pick up the Scion of the Wind. Well, looks like no way down here, so head back inside to find another gate opened, follow MP/Ammo alley down to the Pylon area. Jmp to the Fan, the pole ledge and over to the tree L go to the N end of the ledge and stand on the breakledge, drop to the lower ledge and get the MP under the tree, go to the end and jmp/grab the ladder to go down, go N and check the 3rd Pool with Statues for a MP, when you go N you will find out why you got all the MP’s, a couple of Dragons are kept in the Cages there, and when they see you, they can send Locusts to you, just run about to shake ‘em off and take MP when needed. Only the Fire balls can kill really you quick, you could run back for one of the Statue pools, pumping MP’s or reload and try over.

The Detonator.

Make your way over to the far NW corner, past the Cages, shooting some Harpies and find a MP under a ladder R, go up and over to the N side of the Pylon, the NW corner of the hills there have a path up jmping the sloped blocks, go up to a Eye window on N wall and inside you can throw the lever to open the nearby gate in the Pylon. Go over the Ring to the Pylon and shoot the Demigod greeting you, take the Detonator he drops. Look on the wall R of the entrance and throw the switch, a trapdoor opens at the cages, between the 2 S Windmills. This is the room you have to get back to when you can place the Scion of the Wind, that’s down the ladder here.

Taking care of the Dragons.

Jmp back to the Ring and head L to the S side of the Pylon, where you can see the Windmills below, there are MP’s too, but if you have enough, don’t bother for now, runjmp to the sloped white wall under the window in the Pylon and slide to the ground, go S and around the R or L over a yellow ledge to the S Windmills, between them is the trapdoor, shoot all the Bugs chasing you and keep an eye on the health, go down the ladder into the Detonator room, shoot more Bugs and find the loose wires sticking out of the wall, place the Detonator and backflip twice while the flyby shows you the destruction of the Dragons. Look for a Machine on a ledge SW, pull up there and use the switch to activate it, a gate opens in a room we go to later. Hop on the block of the switch and stand on the outmost point, jmp to the dark yellow ledge NE and from there runjmp/grab back to the ladder, go get the MP’s in peace. One of them is burning in a small gap, must be a Secret you had to take before killing the Dragons, be my guest! Go back into the detonator room and Look for the hole in the floor near the Detonator and go down, follow up a ladder to the Blue Bar Puzzle.

The Blue Bar Puzzle.

There are 6 switches in the room, 1-2-3 W and 3-4-5 E of the Bars, you have to use them in a certain order to get the Bars to open up a path to the gate you opened. The combination is (thank you documentation): 1-5-6-6-1-6-6-2-3-4. The bars are in place now, go to the NE corner of the room and enter where you see the arrows on the wall, follow the arrows on the floor to the gate and throw the lever there, a trapdoor opens behind you and the flyby shows you the Windmills are operating and generating the power to activate the Core in the Pylon.

The Rope and Jmps over the Burner floor.

Climb the ladder behind you up to the room where you got the detonator and go R after shooting the Demigod. Enter the gate to put the Scion in place, a rope appears S of the windmills, go up the N ladder and back to the Ring, follow S again and go over to the windmills, all the way to the SW point, where you can drop to a pillar below, runjmp/grab to the S one and up to the Fan, over to the ledge with the trees L, stand N of the smallest tree and runjmp/grab the rope. Don’t get tempted to use the pole, just swing past the L of it to the far brown ledge (if you can’t make it, go one step up from the bottom of the rope and swing to the pole, then backflip to the ledge)

There’s a ladder in the SW corner for later, go over the ledges to the breakledge, a runjmp to it and a runningjmp/grab to the block in the corner, don’t go up, just go around R and from the ladder, backflip/roll/grab the next, one more time and stand on the safe corner pillar. Runjmp/grab to the ledge over the Jmpswitch pillar and stand on the SW corner of it, look W and backflip to a sloped block in the burner floor, jmp with a L curve to the ledge under the Jmpswitch, use it to open the gate over the ladder you saw on the brown ledges. Now to get out of here somebody put up convenient ledges on the burner floor. Because I couldn’t find a shorter path up to the ladder, I went back to the first grey ladder, R along the windmills and over the rope to the brown ledges.

Up the ladder into the gate, follow to the Tile in the end of the passage, it will take you back to…

 

Level 13: THE WIND PYLON PASSAGE

 

You know the way…

 

Level 10: STEEL TOWER OF FOUR ELEMENTS

 

Open the gate with the reach-in switch R and go L, down the stairs to the Wind symbol and the block lowers, jmp into the walkway and go to the Tower entrance using the ladders or the pole, inside to the S side and use the reach-in switch in the Water block, the entrance opens, go up the pole, ladder and into the L walkway under the Water element tunnel.

The gate opens on approach, slide down to…

 

Level 15: THE WATER PYLON PASSAGE

 

Follow to…

 

Level 16: FOUNDATION OF THE THIRD PYLON - WATER

 

Just slide down when you reach the Pylon area and get the Scion of Water from the pool and go around the Pylon to the N, into the Pylon, shoot the 3 Skellies when they are teamed up together. There’s an Ice pool under the Core, climb the blocks in the centre to the highest point and face E, so you can sidejmp to the sloped block L, grab the edge and go over the Jmpswitch. It will open a trapdoor at a ladder, go out and NW, in the corner near the Water tanks you’ll find the ladder between the slopes, climb the first on the R side, backflip from the top, jmp/grab the upper part and go on up to the top and R to…

The 1st Tank.

Jmp to the island and pick a spot from where you can shoot the Blue Fishgod on the bottom, E side of the Tank. Swim down the N side and look for the Scanner near the brown metal beams on the bottom W, a flame goes down near the place you entered this level, go down the ladders again and along the W side of the Pylon to the S, notice the beautiful white Ice sculpture of the Sphinx W of the Pylon, go along the pool, over the grey ridge and find the ladder, go up to use the switch, which opens a gate, up in E wall.

Blade wall.

Go down and SW, there’s a wall with a ladder and Blades turning in front, stand back against the grey wall on the E side and when the Blades are about to go underground, jmp/grab and go up fast, when the Blade comes, backflip and jmp/grab back from the sloped grey wall, go to the E gate.

The Submarine Base.

Follow to the Submarine base, go S over to a Helipad and down in the SW, go around the red fence and down the slope, get the Ammo on it and some more L under the Helipad. Go out and L around the building, to the W wall up a ledge for more Ammo. Head over to the pool in the lower part of the level and follow to the S, shoot a Croc or 2 or 3 and a Fishgod or 2, find a building in the pool S, the one with the red windows. Swim in and get out on the stairs, climb the E window and runjmp to the yellow ledge S. Throw the lever there to open a gate on a higher level and jmp to the brown SW ledge, get some Ammo and make your way back to the Helipad. Follow the ramps up to the 1st floor, go E and jmp to a yellow arch, from which you can go to the bridges leading to the 2 dark brick buildings. Go down into each to pick up the Ammo and Master and head out the E opening of the E building.

The 2nd Tank.

Go to the open gate there and follow the passage up to the 2nd tank. There are 2 Fishgods here, try to take ‘em out from the top and dive in to the lowest level of UW huts, to find the Shell of the Sirens, sorry, there were 3 Fishgods. Climb out of the Tank and go to the SW corner, hop in the hole and let yourself go down the waterfalls, go up in the e and climb out near a ladder, go up the ladder for some Flares and head back down go W and just follow the R hand walls to the basement of the Submarine workshop.

The Submarine workshop.

Climb the grey ledge you will walk into and turn E, runjmp/grab up and turn L, find the receptacle for the Shell on the N wall. Go to the w side of the workshop and find one of the subs on the bottom of the Launch tube. Dive in and get the Sphinx Key from under the Sub. (see a block lower in the Sphinx, near the Pylon, remember?) Go back up to the Helipad and N, down to the Pylon area. You get there by going up the reddish ramp in the SE corner of the E pool (where the raised sub is), vault up onto the green ledge and turn left, follow the ledge around to the right and go to the S side of the far pillar. Climb up to the higher patio and continue forward (N) across the reddish bridge. Vault up onto the ledge where there's a see-through grating below. Go across that and vault up onto the other ledge across the way. Turn left and run along the ledge a short distance, then turn to the right and go down the snow-covered slope to ground level. Turn right and run forward to the lamp post. Turn left and dart into the alley, then follow until you emerge on a ledge with the Plyon off to your right. Jmp into the pool below and go W, out and R, to the hind leg of the Sphinx, go in and use the Key in the S lock, a gate opens near Tank #1. Go out and to the NE, in the corner next to the tank is the gate, go in, R and use the switch to start the Machine, water flow through the canals, the Core gets activated. Go into the Pylon and find the receptacle for the Scion in NE corner where a block lowered. The Power is on, the exit opens and a platform goes up. Go to the blade wall, to go back up to the gate to the Submarine Base and from here you can jmp to the Ring, follow it all the way around the Pylon to the SW, runjmp/grab to the platform and one more to the exit. Well, you know the drill...

 

Level 15: THE WATER PYLON PASSAGE

 

Follow to…

 

Level 10: STEEL TOWER OF FOUR ELEMENTS

 

Open the gate and go straight to the dark block which will lower for you, jmp into the walkway and go to the Tower to activate the last reach-in switch in the Earth block. Go to the earth section and into the L walkway, to the gate L and slide to…

 

Level 17: THE EARTH PYLON PASSAGE

 

Follow to…

 

Level 18: FOUNDATION OF THE FOURTH PYLON - EARTH

 

Slide down to the Pylon area and drop to the small ledge, 2 Techno Horsemen are mounting their Horses. Runjmp over to the brown ledge (racetrack as we will find out later) with the #5 on it and jmp to the R side of the Pylon, get some Ammo on the grey ledge R, jmp up to the green ledge with the flowers and spot a passage R, the bluish Rose bushes are deadly (Spikes). On the ceiling of the passage, L side is a MS, runjmp/grab to it and go to the end, drop to a grassy block. In front are Scissor ledges, runjmp as soon as the Scissors go up (they will be down on landing) and jmp/grab up to the MS, drop on the ledge when the Scissors are snapping and standjmp to the next, jmp/grab up to the MS and go to the last ledge, hang facing the L corner, so you can drop at the sound of the Scissors and jmp/grab to the ledge in that corner. Go to the grey block in NE corner and jmp over to the Rock L, hop backwards up the sloped alley and run back and L as soon as you hear the Boulder come, go up again and use the Jmpswitch to raise a block near the grey block NE, go back, runjmp/grab up to get the Buggy Car Key. Go back and down into the deeper part of the room, back to the area where the 2 Horsemen are (just try to avoid them for now) and down the ledge to go R/R and into a down sloped passage in the corner.

Clearing the track.

Let’s go over the track and clear it of all obstacles, go R and follow the arrows, (notice checkpoint #3) over a narrow ledge in a pool. Look R and L in the wall there, just before you go up the slope and get the Ammo and MP, shoot the cute Mushies. Go up the slope (checkpoint #4) and watch out for the end, runjmp around the R hand corner to the racetrack and go L to get the Scion of the Earth on the sandy part. Turn around and go W, in the wall in the end is a block (you’ll get to when you have the Buggy) go L and down the slope (checkpoint #1), L/L and under the slope S, shoot some Mushies and get the Ammo on the ledge, go back on track and E, just past the bottom of the slope is a cave R with a green rock, climb it and go S, up the brick wall, spot the Jmpswitch on S wall, drop to the grey wall below and go over to the end of it, jmp to the one R under the switch and use it to lower a block on the track. Drop from the wall and go E, along S wall, watch out for another Rosebush and get a MP in the corner.

Go back to climb the brick wall N and go over the track to the brick wall on the other side of it, look down there for a lever to lower another block in the track. Turn around and slide, go R/R into a room with levers and Grinders, jmp on the ledges to lower blocks with the levers, the Grinders don’t really hurt you too much, when standing still at the lever. Under the Grinders is checkpoint #2. Go back to the track S you just left and follow it through a tunnel to checkpoint #5 and you are back where you got the Scion. Go past the slope R and runjmp to the area W of the Pylon, where you’ll find a nice Mushroom valley.

The Buggy.

Go to the Pole W of the pool and up to a N passage, backflip in and follow around till you come out at a bridge R and below, jmp to it and go onto the roof S, to the Jmpswitch. The gate to the Garage opens. Runjmp down into the pool and go get it. Now you can have some fun with those Horsemen (You know what I mean) Go down to the racetrack NE of the Pylon and start at the #3 checkpoint, go up the slope at #4 checkpoint, turn R after the jmp to the Scion ledge and to #1 checkpoint. Now you have to follow the track over all the checkpoints and this time go L on the Scion ledge to hit #5 checkpoint, turn around and race to the W, where the block is now lowered (timed) If you didn’t make it in time, just go back to checkpoint #5, (block will lower) and do it again.

The Platform run.

There are 2 sloped grey blocks to take the Buggy up, start on the W one, raise platforms when you hit the next blocks, at one point, only a platform in the other route raises, so go back and over the other route, work like this till you come to the N gate.

Just inside a screenshot shows a trapdoor opening up, take the Buggy back to the Pylon, the NE corner and leave it here for now, climb the ledge in the Earth Grinders area, along E wall is a pole, get some Ammo and climb into the room above, start up the Machine (lowers a block at the Scion receptacle) with the switch next to the trapdoor and head out E, L and just around the corner, you can shoot a Sentry-gun in the back, go on W, notice the gates with the levers L and to a pit L with a red tiled edge. Hop on the NE corner of the pit, walk S and drop down the w side to land on a slope, go R to the end and backflip to the red ledge in the pool, climb the pillar and runjmp to a ladder on E wall and go up, get the Ammo and use the Jmpswitch to open the first gate. Drop into the pool below and swim NW, from the passage there, jmp/grab the pillar in the pool, go R and slide/backflip into the gap in the pillar behind, go to the S pillar and use the Jmpswitch for the next gate.

Swim to the NW passage again and follow down to a room with a burner and climbable pillars, from the S side, grab the pillar and go R around the corner, backflip/roll/grab to the one behind, go up all the way and shimmy past the ball L to the corner overlooking another pool with pillars, jmp around the R corner to get the Ammo and use the MS to go E, go over the pillars to a gap in one of the pillars SW and around to a ledge with a Jmpswitch. So, all gates open, hop in the pool and get some Ammo near the Jmpswitch ledge, swim E and get out between some ledge, climb the pillars and use the MS to get back to the burner room, shimmy to the SE corner, past the ladder and climb over the block in the corner, drop and follow the flower slope up, go L and follow back to the open gates.

Throw the levers to activate the Earth Grinders, the Core will be activated and the Pylon gate opens, go back to the Machine room and down the pole, into the Pylon, place the Scion, to direct the energy to the Steel Tower. Take the Buggy and run it over the track once more, to the big slope at #4, jmp to the rock where you got the Scion and leave it here, walk up on the grey ledge S and runjmp/grab the ladder under the exit gate in S wall, go up and into the corner, where the Tile is.

 

Level 15: THE WATER PYLON PASSAGE

 

Follow to…

 

Level 10: STEEL TOWER OF FOUR ELEMENTS

 

Open the gate with the reach-in switch R and go to the NW corner where the block will lower, go inside the Tower and drop into the pool under the Kernel, which is now fully activated. Climb the centre ledge and the Flyby will take over, to take you inside the Kernel.

 

Level 19: THE KERNEL OF RHATECH

 

Go R and climb out of the pit, turn L and go up the ladder on the pillar, jmp to the S lever and use the new platform to get to the W one, go around like this till the tower will change shape and you can go back to it. Climb up to go and use all 4 Jmpswitches there to kill the burners on the top level. Climb the ladder next to the Jmpswitch and turn around, climb up and jmp to the centre grated floor, into the centre of the slopes. Watch what happens next, Lara will be transformed to a Techno Lara. If you need it, there’s some Ammo and a Lasersight on the side of the Air element, shoot the 4 Fuse boxes you can see on the wall at every Element and Lara gets shaken a bit… After you get back control, go climb all the way down to where the level started (near that pointy structure) and go back to…

 

Level 10: STEEL TOWER OF FOUR ELEMENTS

 

A Demigod is shooting at you when you arrive back, take him out and go slide down the sloped passage, back to the Cathedral…

 

Level 20: DEFEAT OF THE EMPIRE

 

In the cathedral is the Embryo of the New RHA, that’s what we have to destroy, on the fenced off pedestal in front of you is the Symbol of the New RHA, go out W and to the entrance of the cathedral, inside are the 2 pits (L and R of the central path) with the switches you saw a long time back, go use them and go up to the Embryo, there are 2 Statues, The Father and The Mother, grab the 2 Genetic codes and combine them to the Genetic Code of the New RHA, also the fence at the pedestal lowered. Go back there to grab the Symbol of the New RHA and return to the cathedral (where’s that Buggy?).

Place the Symbol in the receptacle near the Father and the Embryo will wither and die. Go to the Sphinx and climb the brown ledges, so you can runjmp/grab the high ladder on the E wall, go up all the way and into the opened wall in front. Slide down the slope…

 

TRA Epilogue

 

Level 21: JERUSALEM MUST BE FREE

 

Climb down or drop every time to the endless pit and come out to the gravity pool, hop in and get out in the brick passage again, take out the big gun and put it away for now. Climb all the way up and shoot the TE waiting for you at the switch (to open a trapdoor) way up the next ladder, backflip into the passage to go slide to Jerusalem again, in the square is a door with the end over it, but that’s for later, go to the machine with which you opened the wall before and head back in there, you’ll get a flyby of the route you have to take to open the Prison cells, so you can free the prisoners. Bad thing happened here, the Alternate Embryo is ready, you have to destroy that too.

Go to the stairs in the SE and up to the yellow square, into the gate and follow to the Grinders, jmp to the L to go to the trench in front of the Prison and climb down, go to the lever you threw before and into the CS to the cell, up the alcove and climb to the Grinder room, go W, up to 1st floor and E to SE corner, where you can climb up to the MS you used before, follow it to that bridge to the top of the Grinder room. Runjmp t the 1st alcove in the axle and go overt to the W side when safe, jmp into an open gate there and use a switch to open the next gate.

The Alternate Embryo.

Well, this one is alive and kicking, keep the Medpacks coming (hit the “9” button often), slide down the slope and jmp to the pink ledge below, run over to the SE corner (chased by 4 Wraiths) and jmp/grab the L side of the ladder over the burner, go up to the alcove and turn R, jmp/grab the crack to the R and go to the end to use the lever. Drop down and go to the ladder again, up to the top (too slow) and go L, at the Palm tree, drop/hang from the edge and drop/grab the lower crack, go L and use the Jmpswitch to lower a block in the Poison pit NW, run there and use the switch to open the cover on the Scanner in the SW corner pool, get there and use it to kill the Spikes at the switch in the W wall alcove, go in to raise a pole in the NE corner, go up facing E and backflip onto the bridge, use the 3 switches to kill the Embryo. The Wraiths will soon follow. Go down the pole and shoot a TE, as if it wasn’t hard enough already and pick up the Prison Keys he dropped, a trapdoor opens. Look for the hole in the ceiling of this alcove and climb up to the receptacle for the Genetic Code, insert it from the side of the gate and shoot it when it’s in, the gate opens.

Free the Prisoners.

Follow the passage to the bridge and from the pointy ledge, jmp/grab the MS to go back and to the W, on the yellow floor are the first 4 cells to open. Drop one floor down and go into the hole next to the blue circle room, go down into the cell you crawl through and open the 2 cells here, climb the ladder out of the trench and go to the Prison in the corner there to open the last 6 cells, the Exit doors below at the start of the level, open up. Make your way back there and enter, walk down the isle to the podium and the game ends…

What a marvelous game put together by Psiko. Everything was worked out in great detail, I noticed the machine we used in the beginning to open the wall, it’s abandoned now and even a plant grows in it!

Dutchy

 

*** Additional Secrets in Tomb Raider A ***

Supplement by Scott Chu @ 2009/10/9

Secret #1:
level: Techno Egyptians Portal (5)
route: On a wall platform near the roof with 4 slopes & 4 JS.
stuff: Master Gun

Secret #2:
level: Techno Egyptians Portal (5)
route: Before the end of this level, on the top ledge of a short pole near the split central structure (the one with color-line routes on floor), you have to drop down from the roof with 4 slopes & 4 JS to get it.
stuff: Small medipack

Secret #3:
level: New RHA Shining Star (8)
route: On a 2nd-floor small room with 2 JS in the garden area, drive the car into the room & the block between 2 JS will lower.
stuff: Ammo

Secret #4:
level: New RHA Shining Star (8)
route: Before the end of this level, go back to the very first beginning pool area where you pulled into this level. That area is dry now. Find something to release the bar which resides behind a blue arc wall in the midway of the path you use to go to the garden area.
stuff: crossbow

Secret #5:
level: Foundation of the First Pylon, Fire (12)
route: In the area where you put diamond 5~8, there's a ladder with a slope under it. Go to the left area of that ladder. Drop & grab the gap in the wall below. Crawl into the opening & pick up secret at end.
stuff: Flares

Secret #6:
level: Foundation of the Second Pylon, Wind (14)
route: When you come to the windmill on south area & first met with dragon room below. There're many stuffs you can take. One of them resides in between 2 floors under right windmill. Manage your way & avoid fireball to jump into it. (Managing your way out is also a small challenge.) You must do this before you use the detonator, or this stuff will be on fire.
stuff: Large medipack

Secret #7:
level: Foundation of the Fourth Pylon, Earth (18)
route: When begin this level, go to the right side of the Pylon. Drop down left side when you reach 1st pillar & go over the ledge to pick up secret at end
stuff: Ammo